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Trade Lords

AnAthasianGuidetoTradeandCommerce

Credits
Designers: DevelopmentTeam: Editors: Layout: CoverArtist: InteriorArtists: Resources: Brax,Jon//Oracle BryanBock,JanGroeneveld Brax BrunoFernandes,FabrcioLopes JohnThompson JohnThompson,DavidO.Miller,JohnDollar,NelsonBaiettiPimentel DuneTrader,IvoryTriangle,MindLordsoftheLastSea,WanderersChronicle,LostCities oftheTremblingPlains

2007JohnThompson

RequirestheuseoftheDungeons&Dragons,ThirdEditionCoreBookspublishedbyWizardsoftheCoast,Inc.This productutilizesupdatedmaterialfromthev.3.5revision. WizardsoftheCoastisatrademarkofWizardsoftheCoast,Inc.intheUnitedStatesandothercountriesandisused withpermission.

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Contents
Introduction ...........................................................................4 . HowtoUseThisBook.......................................................4 Chapter1:Goods...................................................................5 TradeGoods,bythePound..............................................6 . Liquids,bytheTun............................................................7 OddWeightItems..............................................................7 AnimalsandMounts .........................................................8 . GeneralCategoriesofGoods.............................................8 PerishableGoods................................................................9 Chapter2:Trading...............................................................10 TradeOutsidetheCities..................................................10 TradeHouses....................................................................10 HouseAzeth...................................................................10 HouseInika.....................................................................10 HouseMke.....................................................................11 HouseShom....................................................................11 HouseStel.......................................................................11 HouseTsalaxa................................................................12 . HouseVordon................................................................12 HouseWavir...................................................................12 HouseArdian.................................................................13 HouseTomblador..........................................................13 HouseRees .....................................................................13 . DedysConsortium.........................................................13 HouseFyra......................................................................14 HouseIanto.....................................................................14 HouseKlethira ...............................................................14 . TradeFortsandEmporiums...........................................14 TimeandMoonlight ........................................................16 . TradeAcrosstheCulturalGap.......................................19 Chapter3:MajorTradingHousesFactSheets...............26 HouseInika.......................................................................26 Symbol.............................................................................26 History.............................................................................26 Headquarters..................................................................26 Leader..............................................................................26 Personalities....................................................................26 Relations..........................................................................26 HouseInikaLore............................................................26 Mke....................................................................................26 Symbol.............................................................................26 History.............................................................................26 Relations..........................................................................27 Headquarters..................................................................27 Leader..............................................................................27 Personalities....................................................................27 HouseMkeLore............................................................27 Shom ..................................................................................27 . Symbol.............................................................................27 History.............................................................................27 Relations..........................................................................27 Headquarters..................................................................28 Leader..............................................................................28 Personalities....................................................................28 HouseShomLore...........................................................28 Stel.......................................................................................28 Symbol.............................................................................28 . History.............................................................................28 Relations..........................................................................28 . Headquarters ..................................................................29 . Leader ..............................................................................29 . Personalities....................................................................29 . HouseStelLore...............................................................29 HouseTsalaxa ...................................................................29 . Symbol.............................................................................29 . History.............................................................................29 Relations..........................................................................29 . Headquarters ..................................................................29 . Leader ..............................................................................29 . Personalities....................................................................29 . HouseTsalaxaLore........................................................30 Vordon................................................................................30 Symbol.............................................................................30 . History.............................................................................30 Relations..........................................................................30 . Headquarters ..................................................................30 . Leader ..............................................................................30 . HouseVordonLore........................................................30 Chapter4:NPCs...................................................................31 LowlevelNPCs ................................................................31 . MidlevelNPCs.................................................................33 HighlevelNPCs...............................................................34 . OpenGameLicense..........................................................36

Introduction

Marek inspected the caravan one last time as the crew was making final preparations. The trek from Tyr to Nibenay was not without its perils, and he couldnt afford anything to go wrong. Too much was at stake with this shipment, thus he had taken measures to reduce risks. The guard captain had hired on additional hands, all handpicked and paid handsomely to ensure their loyalty. Even the wagon wheels had been inspected and reinforced by a dwarven cartwright, and Marek had bribed the templars to avoid cargo inspection. His only concern was the mysterious illness his animal handler had attracted, but fortunately he had found a replacement psion on short notice. Marek instinctively put one hand on his purse and the other on his sword hilt, as an elf passed by close, almost bumping into him, before disappearing into the crowd. The trader despised dealing with non-humans; his experience was that anything with pointy ears would either cheat him or try to eat him. Satisfied with his inspections and that he might have avoided a pickpocket, Marek let out a breath of relief. He assured himself the ancient relic would be delivered on time to the Shadow Kings templar-wives. The elf made his way through the crowded streets, and continued through a maze of backalleys. Finally, he sought refuge inside an abandoned building. Making sure that he wasnt followed or being watched, the elf opened his inconspicuous-looking wicker basket and felt beneath the canvas cloth inside. As he reached into the hidden compartment beneath it, his fingers began to sweat. The ancient figurine depicting a small, winged humanoid was cold to the touch. He quickly closed the compartment and put the lid back on the basket. His masters would be pleased, and the Shadow King would have to find himself another trinket.
Caravans trek across the endless wastes of the burnt world. They bring news, travelers and goods between villages, roaming tribes and cities. Whether they carry corn,slaves,toolsofwarorluxuries,thedunetradersrisk their lives for profit in the service of dynastic houses. FromthequickandsmallcaravansofHouseInika,tothe armored transports of House Stel; the traders face the perils of the crimson sun, scrupulous raiders and dried outwells.Forthedenizensofthewastes,thecaravansare bringersoflifeordeath. Trade Lords provides comprehensive charts for trade between the cities of the Tablelands, trade forts and outposts, fact sheets for the major merchant houses, background information on intercultural trade, descriptions of the moon phases of Ral and Guthay, and completeNPCcaravancrews. Information on trade goods, the dynastic merchant housesandtradercampaignsoriginallyappearedinDune Trader.TradeLordsexpandsonthisinformation,providing

comprehensive tools for those both familiar and new to DuneTrader.

How to Use This Book


Trade Lords is designed for use in any Dark Sun 3.5 game.YouwillneedthePlayersHandbook(PH),Dungeon MastersGuide(DMG),aswellastheDarkSunCoreRules (DS3)tomakeuseofthematerialinthisbook.

Chapter 1: Goods
Tradethrivesbecausequantityandpricevaryfromplacetoplace.Thefollowingchartslistmajortradeitems,along withguidelinesforpriceanddemandineachmajormarket.Theseareonlythemostpopulartradegoods.Manyothers exist,andtradeintheseitemsmaybeestablishedbytheDMandplayers.Thetablesinthisproductgiveacitybycity breakdownoftheavailabilityandpricesformanycommontradeitemsonAthas.Mosttableentriesinclude: Base Cost: The average cost of a standard amount of the item. To determine the price of an item in a certain city, multiplythebasecostbythemultipliergivenfortheappropriatepricecode. PriceCode:Acodeindicatingthetradeitemspriceandavailabilityineachcity,asexplainedbelow.Notethatthe price codes listed represent the cities current economic conditions. If the situation changes, the citys entire economic pictureanditspricecodesmaychange.SuchchangesareentirelyuptotheDM. 1 meanssupplyanddemandarebalanced,leavingpricesapproximatelyatthebasecost; 0.9 meansthatpricesareapproximately10%belowbasecosts; 1.1 meansthatpricesareapproximately10%abovebasecost; 2 meansthatpricesareapproximatelydoublebasecost; 0.5 meansthatpricesareapproximatelyhalfbasecosts,etc. Key Red Black Tan Itisillegaltotrafficinthisgoodinthiscity. Thiscitydoesnottradethesegoodswithothercities Thiscityheavilyregulatestrafficinthesegoods Thispricerepresentsabaseline.Finerversionscostmoremoney.

2007WizardsoftheCoast

Trade Goods, by the Pound


Most trade goods can be measured by the pound, e.g. 1 square yd. of silk, or 10 square yards of shimmercloth, a mirror,25feetofhemprope,and50feetofgiantshairorsilkrope,allweighexactly1poundeach.
Oronha Valley Azeths Rest Lost Scale

Eldaarich

Nibenay

Saragar

Raam

Kurn

Balic

Gulg

Draj

Urik

Good /1-pound unit

Price

Agafariwood 25cp 1.3 1.1 1.5 2 1 1 1 1 1 1 0.7 0.5 1 Amber 8gp 1 1.2 1 1 0.9 0.9 0.9 1 1 1 0.9 1.1 0.9 Bronze 7sp 1.2 1.2 1.1 0.8 1 1 1.2 1 1.2 1.2 1 1 1 Candy 1bit 1 1 2 1 3 0.5 2 0.5 1 1 2 2 0.5 Chalk 1bit 1 3 1 1 0.5 0.5 1 0.5 0.5 1 2 1 0.5 Cheese 2bit 2 3 0.5 2 0.5 0.5 3 4 1 1 1 1 2 Cinnabar 16sp 1 1 1.1 0.9 1.2 1 0.9 1 0.9 1.2 1 1.1 1 Cloth,silk/1sq.yd. 10cp 1 0.8 1.2 0.7 1 1 1.5 1 1 1.4 1.5 1 1 Cloth,shimmercloth/10sqyd* 10sp 0.9 1.2 0.8 2 1 0.1 1 1.4 1.3 1.5 1.4 1.5 1.4 Copper 5sp 1 1.2 1.1 0.7 1 1 1.2 1 1.2 1.2 1.2 0.7 1 Cosmetics 16sp 0.9 1 0.8 1 0.8 0.9 1 0.9 0.9 0.8 1 1 0.9 Cotton,raw 2cp 1 2 1 1 1 0.5 1 0.5 2 1 1 1 0.5 Drakeivory 50cp 1 1.2 1 1 0.8 1.3 0.7 1 1.3 1.3 1 1.5 1.3 Dyes/pigments 16sp 1 1.2 0.8 0.9 1 1 0.8 0.9 1.1 1 0.9 1 1 Fuel(dung,brush,orcoal) 3bit 0.3 1 1 3 1 2 1 2 0.3 1 0.3 1 2 Fuel,smokeless(charcoal) 1cp 0.4 2 1 1 2 1 2 1 1 1 2 1 1 Glass 1sp 0.5 1 2 0.7 1 0.7 1.5 1 1 2 2 1 0.7 Gold 50gp 1 0.9 1 0.8 1 1 1.2 0.9 1 1 1 1.2 1 Grainorfaro 3bit 1 0.7 1 2 1 2 2 2 1 1 1 1 2 Hardwood 15cp 2 2 1 1.3 0.7 0.7 0.7 1 1.3 1 0.7 0.7 0.9 Incense 32sp 1.1 1.1 1 1 0.9 1 1.2 0.9 0.9 1 1 1.1 1 Ink 64cp 0.9 1.2 0.8 2 0.7 0.9 1.2 0.9 1 1 1.1 1.1 0.9 Iron 1gp 2 1.1 3 5 3 0.8 2 1.1 1.1 1.7 1.1 1 0.8 Jade 1sp 1 1 1 0.7 2 0.7 1.2 1 1 1 2 1 0.7 Kanknectar 1cp 1 0.4 2 2 1 2 1 2 1 0.4 2 1 2 Marble 4cp 1 0.7 1 2 0.7 2 1 1 0.7 2 0.7 1 2 Medicines 8gp 1 1.2 0.7 2 0.7 0.9 1 1.3 1 1 1 1 0.9 Mirrors,each 1sp 1 1 1.5 0.7 1 0.7 1.2 1 0.7 1 2 0.7 0.7 Nutsordriedfruit 1cp 1 1 0.5 2 0.5 2 0.5 2 0.8 2 0.7 1 2 Obsidian 5cp 1 2 2 1 1 1 1.2 2 0.8 2 1 1 1 Paper(100count) 20cp 1 1.4 0.7 2 0.7 1 2 0.7 1 2 1 1 1 Perfume 8sp 1 1 0.7 1.3 0.8 0.8 1 1 0.8 1.2 1 1.2 0.8 Rope,giantshair(50ft.) 5cp 1 2 2 0.8 3 1.5 2 1 1 0.5 1.5 1.5 1.5 Rope,hemp(25ft.) 5bit 1 0.6 2 3 3 1 3 1 1 2 1 1 1 Rope,silk(50ft.) 1cp 1 0.7 2 1 2 0.5 2 1 1 2 0.7 2 0.5 Salt 2bit 3 1 4 4 5 2 0.5 2 0.5 0.2 0.2 1 2 Sausage 3bit 0.3 2 0.7 2 1 1 1 2 1 1 0.7 1 1 Silk(raw) 5cp 1.2 1 2 1.4 1.6 0.8 1.4 0.6 0.8 0.8 1.2 1 0.6 Silver 5gp 1 1 1 0.8 1.2 1 1 0.8 1.2 0.9 1.1 1 1 Sugar 4bit 1 1 2 0.5 1 2 2 2 0.5 1 0.5 1 2 Wax 7bit 1 1 0.4 2 1 0.6 1 0.4 1 1 2 1 0.6 *Shimmercloth is known in Saragar as puddingfish cloth. The cloth is only produced in the Lost Sea region, but Ssuuran merchants occasionally sell it in the Tablelands or in the Trembling Plains region. See Lost Cities of the TremblingPlainsandFacesoftheForgottenNorth(2007)fordetails.

Tyr

Liquids, by the Tun


DuneTraderspurchaseandsellfollowingliquidsbythetun.Atuncontains250gallons,approximately2000lbs.
Oronha Valley Azeths Rest Lost Scale Eldaarich

Nibenay

Saragar

Raam

Kurn

Balic

Gulg

Draj

Urik

Item Ale Beer/broy Cider Liquor (fine) Liquor (rotgut) Oil, lamp Oil, cooking Water Wine (cheap) Wine (fine)

4 gp 10 gp 8 cp 20 sp 50 cp 25 cp 16 gp 10 cp 20 cp 95 cp

2 1 1 2 1 1 1 0.5 1 1

2 1 1 3 2 0.5 1 1 1 1

0.5 0.4 0.5 0.7 0.7 1 0.5 1 0.5 0.5

3 2 2 1 0.7 1 2 2 2 2

0.5 0.5 0.5 0.6 0.7 1 0.5 0.1 0.3 0.3

0.5 0.5 0.5 0.4 0.8 2 1 0.1 0.5 0.5

2 2 1.5 2 2 0.5 2 0.5 2 2

0.5 2 2 1 0.7 1 2 2 2 1

1 1 1 1 0.7 1 1 1 0.5 2

1 1 2 0.7 0.7 1 1 2 2 1

1 0.5 0.5 1 1 2 0.5 1 0.5 2

1 1 1 1 0.7 2 0.5 0.5 1 3

0.5 1 1 1 1 1 2 2 2 0.5

2007WizardsoftheCoast

Odd-Weight Items
Thistablelistsitemsthatarenoteasilygroupedinpoundunits.
Oronha Valley (Approximate Weight) Azeths Rest Lost Scale Eldaarich

Base cost

Nibenay 2 2 1 1 1 1 1 2 2 2 0.7

Saragar

Raam

Kurn

Balic

Gulg

Draj

Urik

Item Ceramic ware Cloth cotton. Cloth, hemp Feathers, rare Feathers, common Furs Leather,tanned Paintings Rugs Statues Tools

1 bit 4 cp 8 bit 5 sp 3 bd 2 sp 5 cp 1 gp 1 gp 1 gp 1 cp

lb (1 pc) 2 lb. (sq yd) 2 lb 1/100 lb 1/100 lb 2 lb 4 lb. (sq yd) 2 lb 10 lb 75 lb 2 lb

1 1 1 1 1 1 0.7 1 1.2 1 0.7

1 0.7 1 2 2 1 0.7 1 2 2 1

2 1 0.7 0.7 0.7 0.7 0.7 0.7 1.5 0.7 0.5

1 1 2 2 1 1 0.7 1 0.7 0.7 1

1 1 1 1 1 0.7 1 0.7 1.2 1 1

0.7 1 2 1.1 1 1 2 0.7 1.4 1 1

1.2 1.5 1.5 0.5 1 0.5 1 1.5 1.5 0.7 1.2

0.7 0.7 1 0.7 1 0.7 2 1 1 1 2

1 0.7 2 0.7 0.7 0.7 2 0.7 0.7 0.7 1

2 1 1 2 1 2 0.7 1 0.7 1 0.7

1 2 0.7 0.7 0.7 2 1 2 1 1 1

0.7 1 2 2 0.7 1 1 0.7 0.7 1 2

Tyr

Tyr

2007WizardsoftheCoast

Animals and Mounts


Thischartliststheaveragepriceforcreaturescommonlytraffickedbetweencitystates. Note:Ifananimalisnotlistedhere,seeGeneralCategories
Oronha Valley Azeth's Rest Lost Scale Eldaarich

Nibenay 1 1 1 2 1.2 2 2 1 2

Saragar

Raam

Kurn

Price

Balic

Gulg

Draj

Urik

Creature Arena creatures, * Crodlu, riding Crodlu, warmount Inix Inix,warmount Kanks, riding Kank, warmount Mekillot Songbirds

* 2 gp 4 gp 1 gp 25 sp 12 sp 25 sp 2 gp 1 cp

1 0.7 1 0.5 0.7 0.7 1 0.5 1

1 2 1 1.5 1.2 2 1.2 2 1

1 0.7 0.7 0.7 0.8 2 1 0.7 0.7

2 2 1 2 2 2 1.3 2 1

1 1 1 0.7 1 1 2 0.7

1 1 1 1 1 1 1 1

1 1 1 1 1 1 1 1.5

1 1 2 1 1 1 1 1 1

1 1 2 2 1.2 1 1 2 0.7

2 1 1 1 1 0.7 0.8 1 0.7

0.7 1 0.7 2 1.2 1 0.8 1 1

1 1 0.7 1 1 1 1 0.7 0.7

*MostcitiesWillpayforlivemonsterscapturedforentertainmentpurposesinthe arena or similar blood sports. The DM muste determine whether the captured creaturehasappealforbloodsportpurposes.Todeterminethebasepriceforalive arena creature in good condition (in silver pieces), multiply the creatures CR by itself.

General Categories of Goods


Thischartlistsbroadcategoriesofitemsandcreaturescommonlytradedbetween citystates.Weights,pricesandindividualavailabilitywillvaryaccordingtotheitem orcreature.Forexample,thevehiclecategoryincludesitemsrangingfromchariots tosiltskimmers.TheDMmustdeterminewhetheraparticularitemisavailableorin demandinanyparticularcity.Forexample,acityfarfromanybodyofsiltwillnot purchaseorsellsiltskimmers.

Tyr

2007JohnThompson 8


Oronha Valley Azeths Rest

Lost Scale

Eldaarich

Nibenay 0.7 1 2 0.7 1 1 2 1 0.7 1 1 2 1 1 0.7 0.7 0.7 0.7 0.5 0.7 Nibenay 1 1 1.2 0.7 0.7 1 1 1 1 0.5 0.7 0.5 0.7 Gulg

Saragar

Raam

Kurn

Balic

Gulg

Draj

Urik

Alchemical items Animals (pets) Gems Armor Poisons Psionic items/services Clothing Finished leather goods Lifestock, bird Lifestock, insect Lifestock, mammal Lifestock, reptile Magical items/services Jewelry Vehicles Slaves, labor Slaves, specialty Spell books Spell components Weapons

1 1 2 1 0.9 1 1 1 1 1 0.5 0.5 1 1 1 1 1 1 1 1

2 0.7 1 1 1.1 0.7 0.7 0.7 2 2 1.5 2 1 2 1 2 2 2 0.7 0.7

0.7 1 1.2 0.7 0.8 0.7 0.7 0.7 0.7 2 0.8 0.7 0.7 1 0.7 1 1 0.7 1 0.7

0.7 1 1 1 1 2 1 1 1 2 2 2 1 0.7 2 2 2 2 1.5 2

0.7 2 1 1 1 0.7 1 1 1 1 1.2 1 1 1 0.7

1 1 1 2 1.2 0.8 1 2 1 1 0.7 1 2 0.9 2

1.5 1.2 0.7 2 1 0.7 1.5 1.2 1 1 1.5 1 1.5 1.2 1.2

0.7 1 0.7

2 2 2

1.5 1.5 0.7

0.7 1 0.7 2 1 2 1 1 1 1 2 1 1 0.7 2 2 0.8 1 1 2

0.7 1 0.7 2 1.1 1 1 2 1 0.7 1 2 1 1 1 2 1 2 1.2 2

0.7 2 1 2 1 1 2 1 1 0.7 1 1 1 1 1 1 1.5 1 1 1

1 0.7 1 1 1.1 1 0.7 1 1.5 2 1 2 1 1 1 1 1 1 1.5 2

1 1 0.7 0.7 1 2 1 1 0.7 0.7 1 1 1 0.7 2 1.1 2 1 1 2

Perishable Goods
Unlikeothertradegoods,perishableitemscannotbeleftoutinthedesertforweeksandmonthsatatimewithout losingtheirvalue.Thesegoodshaveahalflife.Assumethatthetotalgroupofgoodsishalfasvaluableforeveryhalflife incrementthatpasses.Forexample,ifsomeonepurchased80lbs.ofberriesinKurnfor40Cpandteleportedwiththem toDrajandsoldthemacoupleofdays,theycouldselltheberriesforabout240Cp.However,iftheybroughtthemina covered wagon to Draj, taking just over 12 days, the berries would only be worth 30 Cp, 1/8 of 240. The DM could explainthatmostoftheberrieshadrotted,andtheremainingoneslookeddryandlessappetizing,althoughstilledible. Inall,theberrieshavelost7/8oftheirvalue.
Oronha Valley Azeths Rest Lost Scale Eldaarich

Saragar

Raam

Kurn

Balic

Draj

Urik

Perishable Item Animal skin, raw Berries, fresh Bone, raw Chitin, raw Erdlu eggs, each Figs Fruit Herbs Resins Spice, common Spice, exotic Spice, uncommon Vegetables

Price 5 cp 1 cp 1 cp 3 cp 5 bit 1 bit 2 bit 3 bit 12 gp 1 cp 15 cp 2 cp 2 bit

half-life (days) 50 4 100 100 30 20 10 100 100 100 100 100 20

0.4 2 0.5 1 1 0.7 1 1 0.9 1 1 1 1

1.4 3 2 2 2 1 1 1 0.9 1 1 1 1

0.8 0.5 0.8 1 0.7 2 0.7 0.3 0.8 0.5 1 1 0.7

1 3 1 1 2 2 2 1 2 2 1 2 2

0.2 0.2 1.2 1.4 1 2 0.7 0.3 1 1 1.5 2 0.7

1 0.2 1 1 1 2 0.5 0.3 1 2 1 2 0.5

0.4 0.4 1 0.7 1 1 1 0.3 0.9 2 0.7 1 1

1 3 1 1 1 2 2 2 1 2 1 2 2

1 2 1 1.2 1 1 1 0.7 0.9 2 2 2 1

1 4 1 1 1 2 1 0.7 1 1 0.7 1 1

0.6 0.6 1.5 1.2 2 0.7 0.7 1 1 0.5 0.7 0.5 1

0.6 0.6 1 1 0.7 2 2 2 1.2 2 1 2 2

Tyr

Tyr

Chapter 2: Trading

Trade Outside the Cities


The economies of villages are almost always volatile. When buying or selling in a village or trading with a nomadic tribe, typically use the volatile category in the random market fluctuation table, and apply the result to thepricesofthenearestcity. Several other villages are exceptions to the price volatilityruleinothervillages.Thesespecialcommunities are the source of major commodities and so have relatively fixed price codes. Those villages are listed below, along with the price codes for the items they produce.Thesecodesfluctuateinthesamemannerasthe codesofthecitystates. Altaruk:cloth,silk:1;crodlu0.8;inix0.8 AzethsRest*:cosmetics0.9;fuel,(charcoal)0.4;water 0.5;wine(fine)1. Celik**:cattle2;gold0.8;iron0.9;water8 DimlandsCraftVillage:(goodvillageproduces)0.4 FortStench:leather0.5;leathergoods0.5 Ket:beer/broy:0.7;candy0.3;grain(corn)0.4;water1 Ledopolus(both):weapons0.8;grain(wheat)0.9 Makla:obsidian0.3 Ogo:gems0.9;hardwood0.3;rarefeathers0.9 SaltView:salt0.1 Tradenest:shimmercloth0.5 Walis:copper0.8;gold0.8 Waverly:marble0.6 WintersNest:drakeivory0.9;furs0.5 *Azeths Rest is a peculiar exception, because of the seasonal trade fairs. Azeths Rest has volatile prices and lowavailabilityformostoftheyear,butduringthetrade fairs,hasaneconomyaspowerfulasthatofanycitystate, becauseofthenumberofpeoplebringinggoodstotrade. Additionally,duringearlyFlameskyseason,livestockcan bepurchasedforhalfthenormalprice.SeeLostCitiesof theTremblingPlains. **IncontrasttoAzethsRest,Celikhastheeconomyof a fort rather than that of a city, since the citys primary industry is looting its own ruins. See Wanderers Chronicle.

Trade Houses
House Azeth
Emblem Golden lizard with a mans torso, standing between twopalms. Holdings Azeths Rest, Kurn, Draj, Fort Stench, Ket, Silt Side, FortMeraan. Workers 250warriors,2,000slaves. Specialty Goods and Routes Livestock, bulky goods, liquids, hardwood, agafari. Routes include Kurn, Eldaarich, Draj, and the Trembling Plains. Treatment of Employees Agents are family by blood, adoption, or marriage. Agentpayislowbutallagentshaveastakeinthehouse. Some mercenaries are actually paid more than agents. Theyevenpaytheirslaves. Caravan Complement, Village & City, Emporiums & Outposts Very carefully trained teams such as the War Inix team, interacting in the large caravan group, drawing from Kurnan military tactics and organization. North of Azeths Rest, heavy preserver magic protects the caravans. Diplomacy & Tactics Cooperative, cordial, and diplomatic. Scrupulously studiesandabidesbylawsandcustomsofthelandsthey deal in. Avoids arcane magic & spell components in the Tablelands,andpaysfullKurnantaxes.Agentsextremely wellequippedwithKurnanmagicalitems(seeLostCities oftheTremblingPlains).

House Inika
Emblem Aplaingoldcircleonablackfield. 10

Holdings Gulg,FortAdros,FortHarbeth,FortSkonz,Shazlim. Workers 500warriors,2,000slaves. Specialty Goods and Routes Small and valuable items such as Kola nuts, spices, gems,feathers.Allsevencitystates. Treatment of Employees Average pay or less for starting agents, lavish with trustedagents.Agents&familieswellcaredfor.Slackers cutoffquickly. Caravan Complement, Village & City, Emporiums & Outposts Scouts, spies, kank riders, and lightly armed, fast moving fighters. Very few (and well paid) mages and psionicistshiredonlyindireneed. Diplomacy & Tactics Nonconfrontational, cordial, polite. Rents space in forts, villages, & cities. Stays out of trouble and/or never gets caught. Manipulates prices deftly. Scrupulously lawkeeping(seeDuneTrader). Diplomacy & Tactics Flexible: Friendly & helpful to the strong, ruthless & vicious to the weak. Respects the Sorcerer Kings, never engages in smuggling, friendly with Hamanu and Tectutitlay.Mastersofnegotiation,intrigue,&diplomacy. Employs some Raamite Templars. Much force concentration in Ft. Xalis to protect Urik route (see Dune Trader).

House Shom
Emblem 3 Silver Dragonflies on a redandblack, diagonally dividedfield. Holdings Raam, Ft. Firstwatch, Ft. Isus, Ft. Xalis, Jalaka, (secret cac Nibenay, Ft. Melidor, Ft. Inix, Ft. Sunset, Cromlin, Balic. Workers 2,000warriors,noslaves. Specialty Goods and Routes NibeneseObsidian,Rice,Water,lumber,weapons,art, minorobjects. Treatment of Employees Wonderfulpay,virtuallynoadvancement,intrigue& doubledealing among employees. Nasty to competent newagents. Caravan Complement, Village & City, Emporiums & Outposts Kreen, halfling, armored giants, poor and varied organization. Diplomacy & Tactics Hardly recognize that other houses exist. Tends to movetoolittleandtoolate(seeDuneTrader).

House Mke
Emblem Asilverquillpenonaredfield. Holdings Raam, Ft. Firstwatch, Ft. Isus, Ft. Xalis, Jalaka, (secret cachesofwealthindangerousareas),Urik,Tyr,Balic. Workers 2,000warriors,noslaves. Specialty Goods and Routes Weapons, food, metals, obsidian. RaamUrik, Raam Altaruk,RaamTyr,RaamBalic,TyrJalaka(Mkeusedto carryotherroutes). Treatment of Employees High paying but hazardous. 2550% above average pay. Opportunities typically abound because of high mortality rate. Employees expected to die rather than compromise.Bonusesforbraveryandcleverness. Caravan Complement, Village & City, Emporiums & Outposts 2030 Crodlumounted scouts, 610 mediumsized wagons, & (sometimes) up to 4 welldefended armored caravans. Crossbowarmed troops in caravan; foot soldierswalkalongside.Undermannedcityoffices.

House Stel
Emblem Black&WhiteBanner. Holdings Urik,Ft.Courage,Ft.Iron,Ft.Sandol;Singleofficein Balic,Altaruk,&Wallis. Workers 3,000warriors,noslaves. Specialty Goods and Routes Main routes to Ringing Forest, OgoMaklaUrik RaamDraj. Exporting ceramics, gold, weapons, art & slaves;importinggrains,iron. Treatment of Employees Unitedbyprosperity. 11

Caravan Complement, Village & City, Emporiums & Outposts Armored kank or crodlu riders, lightly armored scouts, elite raider mercenaries trained in stealth, elven archers,varietyoftroops.Outpostsarmedlikefortresses. Major outposts in all northern cities & many villages; tokenpresenceinBalic&Southerntowns. Diplomacy & Tactics Known for dealing in Uriks spoils of war: Gold, slaves, stolen cargo. Offers mercenary services and even dabbles in kidnapping for ransom. Awful relations with other trade houses, great relations with sorcerer kings, especiallyHamanu(seeDuneTrader).

House Vordon
Emblem Blackdiamondonredbrownfield. Holdings Tyr,Ft.Amber,Ft.Thamo,MirasHalo. Workers 2,000 warriors, 1,000 slaves in front houses, e.g. Troika. Specialty Goods and Routes Iron:TyrAltaruk,TyrUrik,TyrBalicroutes. Treatment of Employees Wellpaid and loyal salaries are 50% above normal. Not hiring for Vordon, only for dummy houses. Loyal employees,quiteprofessional. Caravan Complement, Village & City, Emporiums & Outposts Large, wellguarded caravans. 20+ armored crodlu riders, 50 archers on foot, 510 armored wagons. Half giantsandmuls. Diplomacy & Tactics Largelyseenasahasbeen(seeDuneTrader).

House Tsalaxa
Emblem Evilyelloweyesonblackfield. Holdings Draj, Ft. Ebon, Ft. Kalvis, Rumishs Rock, Ablath, Severalnorthernvillages. Workers 1,500warriors,noslaves. Specialty Goods and Routes Exporting Draji hemp and grain. Artwork, ornate weapons, slaves. Contraband dealings. Villages along UrikRaamDrajroute. Treatment of Employees Opportunitiesforspiesandassassins.WhenHirelings learn secrets, they are usually offered permanent employmentorkilled.Hirebraxat,gith,lovethosewith psionicskills. Caravan Complement, Village & City, Emporiums & Outposts 12+crodluriders,followedby510openwagons(light: 500010,000). Rarely uses armored caravans. If slaves there, they walk in a coffle w/ overseers. Distrust most mages,preferpsions.

House Wavir
Emblem SilverJozhalonabluefield. Holdings Holdingsinall7cities.Ft.Glamis,Ft.Thetis,Outpost Ten,Outpost19. Workers None. Specialty Goods and Routes Everyimaginablecommodity. Treatment of Employees Priests, especially water priests (1520 sp/lvl). Preservers & psions (20 sp/lvl/month) employed frequently. No defilers or slaves. Generous incentives to persuadeagents&freelanceadventurerstojoin. Caravan Complement, Village & City, Emporiums & Outposts Wellguarded caravans: Elf mercenaries & crodlu or kankridingscouts.Lightlyarmedarchersaccompanythe wagons&packInix.Typical:25elvenscouts,12riders,25 12

Diplomacy & Tactics


Blackmail, kidnapping, assassination, military harassment through mercenary raiding tribes. Cordial relations with Sorcerer kings. Openly exterminates small houses. Acts more stealthily against larger houses. Many illicitdealings.Monopolisticeconomictricks.Nottrusted (seeDuneTrader).

2007WizardsoftheCoast archers, and up to 10 wagons of varying size, up to 10 pack Inix & numerous kank and crodlu bearing cargo. House Tomblador Armoredcaravansonlongorpreciousjourneys.Paranoid Holdings security.Impressivemagical,psionic,&militarydefenses. Balic,Wallis,Altaruk. Noslaves. Diplomacy & Tactics Diplomacy & Tactics SeetheWanderersChronice.Tombladordefactoowns Magic and psionics used for espionage. Open battle WallisthroughthepurchaseofArdian,evenifArdianis withTsalaxa,butcordialinpublic.Kindandgenerousto allowedtooperateindependently. smaller houses. Contacts with Shadows, a mysterious elventribeinvolvedinsmuggling,espionage,etc.Openly antislavery(seeDuneTrader).

House Rees
Holdings Balic,Altaruk. Treatment of Employees Slavedriver personality, according to Wanderers Chronicle.

House Ardian
Holdings Wallis. Workers 300warriors. Diplomacy & Tactics According to Dune Trader, Ardian owns Wallis and arrogantly waves its gold monopoly in everyones face. However, according to the later Wanderers Chronicle and the earlier Wanderers Journal, Tomblador owns Wallis. With their rivals growing jealousy of its gold trade, Ardian eventually accepted an offer to be purchased by Tomblador under the conditions that Ardian keeps its independency.

Dedys Consortium
Holdings Draj,Dedys,3forts,6outposts. Workers 500warriors. Diplomacy & Tactics Alliance of three small houses: Terg, Voyan, and Shakktur.AssistedbyWavir,hatedbyTsalaxa(seeDune Trader). Discovered the Lost Cities route in FY 11 (see GraveCircumstances,Dungeon56). 13

Workers 200warriors.

House Fyra
Holdings SaltView,1fortresssouth. Workers 500warriors. Diplomacy & Tactics Brawlingexslaves(seeDuneTrader).

House Klethira
Holdings 1fortressnorthwestofUrik. Workers 150warriors. Treatment of Employees Numerousslavearchers. Diplomacy & Tactics Stel is trying to wipe Kleithra out, so Kleithra is planningtomakeaboltforit(seeDuneTrader).

House Ianto
Holdings FortIanto.

Trade Forts and Emporiums


Holding Ablath House Tsalaxa Mercenaries Slaves Agents Civilian Notes 500 500 "Trade village near oasis 20 miles SW of Silver Spring. Ablath is Tsalaxa's contact with tribes, and frequent stopover for caravans bound to and from Altaruk." - Dune Trader "Token office."- Dune Trader 4 seasonal trade fairs raise the trade capacity of this fort to that of a city. - Lost Cities of the Trembling Plains At one time smuggled Shaquat Beetles through other houses Merchant House of Amketch According to WC, Rees rules as monarch over 1/3 of Balic. According to WC, Tomblador rules as monarch over 1/3 of Balic. "Token office."- Dune Trader Undercover association/ownership of business - Merchant House of Amketch "Trade Village located on the shore of the sea of silt, 30 miles west of Giustenal. Profitable skimmer routes, & serves as trading city for nomadic tribes. Other houses pay for Shom skimmers." - Dune Trader "Disarmingly innocuous -- a simple walled villa with a couple of bored-looking guards lounging about. Appearances may be deceiving. The villa is protected by numerous traps, magical wards, & hidden snipers. The seemingly bored agents are elite senior agents. The structure is built atop solid rock, and most of its rooms are underground.... rumors of secret tunnels underground throughout Draj, etc." - Dune Trader "Holdings in the White Mountains" - Wanderer's Chronicle. Built into an ancient goblin ruin. - Lost Cities of the Trembling Plains "Supply point between Walis and Altaruk. Often a target of attacks by Elves and Gith." - Dune Trader. Supply & storage point between Tyr and Altaruk. Refuge in case Tyr breaks into chaos. Well stocked with hidden supplies & reserves. Supply point & military base near the Smoking Crown on the route between Urik and Makla. Discourages raids against 14

Altaruk Wavir Altaruk Office Stel Azeth's Rest Azeth Balic Emporium Balic HQ Balic HQ Shom Rees Tomblador

100

70

varies

varies

Balic Office Stel Business in Shom Balic Cromlin Shom

300

Draj Emporium Draj HQ

Stel Tsalaxa

Fort Meraan Ft. Adros Ft. Amber Ft. Courage

Azeth Inika Vordon Stel

75 75 150

5 150 100 200

8 -

20 -

Holding Ft. Ebon House Tsalaxa Mercenaries Slaves Agents Civilian Notes 100 30 150 50 250 50 0 100 caravans of Ogo-Makla-Urik route. - Dune Trader "Supply point between Raam & Draj -- a vital supply link for all Tsalaxa caravans."- Dune Trader Storage & Supply point between Raam and Draj. Frequently raided by rivals and elf nomads" - Dune Trader. Supply point at junction of Balic/Ledopolus road. Important crossroad between Balic and the rest of the region. "Supply & storage point in the foothills to the southwest of the Mekillot Mountains, equidistant from Gulg, Salt View, & North Ledopolus. A major trading post for the slaves of Salt View and a place to purchase dwarven items from Ledopolus." -Dune Trader. "Supply & storage point 30 miles east of Nibenay. Maintained and richly supplied, but no longer useful -- no more major routes. Sometimes raided." - Dune Trader Belgoi captain of the guard - Ivory Triangle. Supply point & miltary base 30 miles west of Silver Spring.Dune Trader "Supply point & Trading post between Raam and Nibenay. Popular spot for trading with nomadic tribes. Thri-kreen often visit Issus, to trade with elves." - Dune Trader "Supply & storage point, & trading post in verdant belt between Gulg and Altaruk."- Dune Trader "Supply point 30 miles near Lost Oasis, north of Kalidnay. More of a resort for Shom Family than actual fortress. Overstaffed and idle." - Dune Trader "Outpost & Trading post ~5- miles north of Gulg. Trade post for various nomads of all races, selling artwork, weapons, slaves taken in raids."- Dune Trader "Supply point at junction of three roads between Tyr, Altaruk, & Silver Spring. An increasingly important position as trade links between Tyr and other cities begin to be re-established. Fort Skonz was threatened with occupation by Urik forces during the recent conflict between Tyr and Urik, but the threat failed to materialize." - Dune Trader. "Tiny outpost sheltered in the ringing mountains. Jevea Shom sent here to bury him. Occasionally useful & fights off a Gith attack." - Dune Trader Supply & Storage point between Grak's pool and South Ledopolus. This fortress maintains an important link (critical to Iron flow) with the south, particularly Balic. Supply point & trading post at southern end of mountains, 60 miles east of Walis. Wavir completely controls this gold route between Balic and Walis. Fort frequently attacked by gith & human tribes, as well as trade rivals such as Tsalaxa. "Trading post, Supply point, & Military base near Black Waters, between Raam and Urik. Critical Obsidian and slave routes between Raam and Urik. Recently seriously damaged by unknown rival in combo raid of halfling, elf, and kreen mercenaries." - Dune Trader. "Masterpiece of understated luxury. A deceptively calm structure, with few guards and little in the way of obvious defenses. As would-be intruders have discovered, however, Inika's guards are deadly fighters, and the mansion itself teems with traps and hazards throughout its hundred or more rooms."- Dune Trader. "Village on edge of Forest Ridge ~40 miles north of Tyr. Extremely difficult to maintain but profitable hardwood & other unique goods from forest haflings." - Dune Trader. Outpost in sandy wastes between Tyr and Urik. Named for unusual rock formation. House Qual is a dummy house of Vordon. Important Iron flow spot. Outpost in sandy wastes between Tyr and Urik. Named for 15

Ft. Firstwatch M'ke Ft. Glamis Ft. Harbeth Wavir Inika

Ft. Inix

Shom

75

200

Ft. Iron Ft. Isus Ft. Kalvis Ft. Melidor Ft. Sandol Ft. Skonz

Stel M'ke Tsalaxa Shom Stel Inika

75 50 50 60 20 50

100 100 125 150 50 75 -

Ft. Sunset Ft. Thamo Ft. Thetis

Shom Vordon Wavir

25 50 75

125 0

Ft. Xalis

M'ke

100

150

Gulg HQ

Inika

Jalaka Makla emporium Mira's Halo Mira's Halo

M'ke Stel Qual Vordon 20 20 30 30

250

250

Holding House Mercenaries Slaves Agents Civilian Notes unusual rock formation. Officially owned by House Qual (dummy House). Important Iron flow spot. Nibenay Emporium Nibenay HQ Ogo Emporium Outpost Ninteen Stel Shom Stel Wavir 20 0 Outpost at northeastern end of Mekillot Mountains. Here Wavir supplies caravans & trades with the former slaves of Salt View. Wavir often trades weapons & other vital items to the slaves at unprofitable rates -- because of Wavir's hatred of slavery. Trading post located on western edge of bolder field, on the edge of the forest ridge, 70 miles SW of Tyr. Here Wavir mantains tenuous trading connections with the halflings, tradign hardwood, gems, & exotic animals for gold, spice, & weapons. "Extremely well defended by troops of 6th level or higher" Dune Trader. "Outpost & trading post 30 miles SE of Lost Oasis, ner Kalidnay. Small but important post where Tsalaxa obtains gold trading from Wallis."- Dune Trader. "Trade Village located along the southern edge of Dragon's Bowl between Raam and Silver Spring. An important stopover and trade point in the area." - Dune Trader. Village site for trade with Kerillis of Eldaarich. 4 seasonal trade fairs, each lasting several days, with house Azeth agents, a few invited agents from other houses, Kerillis of Eldaarich's Kulag Order, a number of Kulag sailors and bards, and observers from the Eldaarish secret police and Red Guard. During the rest of the year, only a tiny Azeth crew remains. Lost Cities of the Trembling Plains. "Token office."-Dune Trader. "Emporium for trading Iron north to Urik." - Dune Trader. According to Dune Trader, Ardian owns Wallis and arrogantly waves it's gold monopoly in everyone's face. However, according to the later WC, Tomblador owns Wallis. "Token office."- Dune Trader. 6 defilers. According to Wanderer's Chronicle, Tomblador owns Wallis. ? Large Emporium bordering on Sage Square - Ivory Triangle: City-State of Nibenay.

Outpost Ten

Wavir

15

Raam Emporium Raam HQ Rumish's Rock Shazlim Silt Side

Stel M'ke Tsalaxa Inika Azeth 20 1 * 20 * 500 * 500 *

Stel's Gulg Office Tyr Emporium Urik HQ Walis HQ Walis Office Wallis

Stel Stel Stel Ardian Stel Tomblador

Time and Moonlight


DuneTradersandothersthattravelthewastesusetheTwoMoonCalendartopredictthemoonlightonanygiven night.Aquinth,meaning75days(afifthofanAthasianYear),synchronizesRals25dayphasecyclewithGuthays15 dayphasecycle,andalsocoordinatestheperiodsinwhichthemoonsriseandset.Usingthetwomooncalendar,one candeterminehowmuchlightthemoonswillprovideonanyclearnight. Thetwomooncalendaralsoallowselvestodeterminewhichnightswillgivethemthegreatestadvantageoverraces thatdonotenjoylowlightvision.Elvesrefertothe9thand10th,the39thand40th,andthe69thand70thdayofevery QuinthasRalsFeast,twoconsecutivedaysforraidingthosenotfortunateenoughtobebornelven.Underthetwo mooncalendar,eachnightendsatdawn. The calendar breaks the night up into firstwatch (starts at sunset), secondwatch (starts at midnight), and thirdwatch(startsat4AM).Forexample,atsecondwatchmeansatmidnight;duringfirstwatchmeansbetween sunsetandmidnight,andattheendofthirdwatchmeansatsunrise.

16

What is an Athasian Week?


Likealeague,thelengthofaweekdependsonwhoisspeaking.Inadditiontothemostcommon5dayweek, atleastthreeotherdefinitionsofweekexist.Inorderofpopularity,theseinclude: The elven week, fivenights, follows Guthays pattern of rising and setting, as described above. Elven tribes, Eloy,Kurnans,andmostcommunitiesoftheTablelandsfollowthefivenightweek. CityStateofDrajsfifteendayweekcombinestheelvenweekwithRalsthreedaypatternofrisingandsetting. Drajreplacesthepedestriannamesoftheelvenweeksnightswithmorevisceralnames:Sand,Blade,Bone,Fang,and Blood.ThustheDrajiweekrunsasfollows:BlackSand,RedBlade,YellowBone,BlackFang,RedBlood,YellowSand, BlackBlade,RedBone,YellowFang,BlackBlood,RedSand,YellowBlade,BlackBone,RedFang,andYellowBlood.See CityStateofDraj,page11. Thedwarvenweek,tendays,joinstwoelvenweeks.InUrik,eachdaytakesthenameofoneofUriksclient villages. See The Brazen Gambit. Some travelers outside Urik also group days in tens, but to avoid confusion refer to themasatenday. CityStateofNibenayssixdayweek(Onesday,Twosday,Threesday,Foursday,Fivesday,Sixday)combines twoofRalscyclesintoasixdayweek.Sees. The CityState of Eldaarichs sevenday calendar. While the other weeks at least allow the traveler to determine the time at which one of the moons will rise; Eldaarichs sevenday week seems to have no practical use, apparentlybasedonnothingotherthanDaskinorsobsessionwiththenumberseven.SeeLostCitiesoftheTrembling Plains. Merchantstendavoidambiguoustermssuchasweek.AstheWandererpointedout,merchantsprefertoidentify dayswithmoreprecisephrasessuchasthirtyfivedayspastthehighsun.SeeWanderersJournal,page85. The Two Moon Calendar Day 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Ral 1st Watch 2nd Watch 3rd Watch Phase Daylight Starlight Starlight Daylight Starlight Daylight Moonlight Dusk Daylight Moonlight Daylight Daylight Dusk Daylight Moonlight Moonlight Moonlight Moonlight Starlight Starlight Moonlight Moonlight Moonlight Dusk Starlight Dusk 17 Guthay Phase 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 Starlight Starlight Dusk Starlight Starlight Dusk Dusk Starlight Dusk Dusk Dusk Starlight Moonlight Moonlight Moonlight Starlight Moonlight Moonlight Moonlight Dusk Dusk Starlight Daylight Daylight

Moonlight Moonlight Moonlight Moonlight Starlight Starlight Moonlight Starlight

Moonlight Moonlight Moonlight Moonlight Starlight Starlight Starlight Moonlight Starlight Starlight

Moonlight Moonlight Moonlight Moonlight Starlight Moonlight Dusk Starlight Daylight Starlight Starlight Dusk Dusk Starlight Daylight Moonlight

Moonlight Moonlight Starlight Starlight Dusk Starlight Dusk Starlight Moonlight Dusk Starlight Dusk

33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 Starlight Dusk Starlight Dusk Dusk Starlight Dusk Dusk Starlight Moonlight Moonlight Moonlight Starlight Starlight Moonlight Moonlight Moonlight Dusk Starlight Daylight Daylight Dusk Dusk Moonlight Moonlight Dusk Moonlight Starlight 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 Moonlight Moonlight Moonlight Moonlight Starlight Moonlight Dusk Starlight Daylight Starlight Starlight Dusk Starlight Starlight Dusk Dusk Starlight Daylight Starlight Dusk Dusk Starlight Moonlight Moonlight Moonlight Dusk Dusk Starlight Daylight Dusk Dusk Dusk Starlight Moonlight Moonlight Moonlight Starlight Starlight Moonlight Moonlight Dusk Dusk Starlight

Moonlight Moonlight Starlight Starlight Starlight Starlight Starlight Moonlight Starlight Starlight

Moonlight Moonlight Starlight Starlight Dusk Starlight Daylight Starlight Starlight Dusk Starlight Starlight Moonlight Dusk Starlight Daylight Moonlight Dusk Dusk Moonlight

Moonlight Moonlight Starlight Starlight Starlight Starlight Starlight Moonlight Starlight Starlight

Moonlight Moonlight Starlight Moonlight Dusk Starlight Starlight Dusk Dusk Starlight

Moonlight Moonlight Moonlight Moonlight Starlight Starlight Moonlight Starlight

18

Figure6:CommunicationProblems.WizardsoftheCoast(2002).Usedbypermission.

Trade Across the Cultural Gap


ThisarticleintroducesanewaspecttoAthasiantradethecrossculturalgap.Theculturaldifferencesbetweenthe various city states and races affect customs and rituals associated with trade. Dune Trader contains information on dealingwithvariousraces,butverylittleinformationontheculturaldifferencesbetweenthevariouscitystates.

Figure7:TradeacrosstheculturalgapWizardsoftheCoast(2002).Usedbypermission. Howatrader shouldapproachafellowtraderfromanotherculturealmostalwaysvariesgreatlyfromcitytocity, regardlessofrace.Thevastmajorityoftradersarehuman,naturallysincethemajorityofcitydwellersarehuman.While itisimportanttobeawareofanyinterracialdifferencesofnotewhendealingwithamemberofanotherrace,theculture inhisorhercityoforiginwillhaveaffectedhercustoms,beliefsandviewstosomedegreeandthisextendstotheway inwhichtrade,inhisorhersubjectiveopinion,shouldbeconducted,asmuchasracialidentitydoes. Ofcourse,anydiscussionofcultureandtradewouldbeincompletewithoutaddressingtheelves,whoseintereston trade grows even stronger as one moves away from the cities. Other races such as kreen also have their own trade customs,butthesecultureshavelessofanimpactontradeintheTablelandsandtheTremblingPlainsregions. 19

Inotherwords,thesayingWheninTyr,doastheTyrians,appliestosomeextent.

Trade among Ten Athasian Cultures


The table below examines how the people of the nine citystates (Balicites, Draji, Eldaarish, Gulgs, Kurnans, Nibenese,Raamites,Tyrians,andUrikites)interactintermsoftwocategories,FocusandContext.Thisgrantsusatotal of four combinations: Deal focus & Lowcontext cultures, Relationship focus & Highcontext cultures, Deal focus & Highcontextcultures,andRelationshipfocus&Lowcontextcultures.Cultureswhosharethesamefocusand/orcontext haveaneasiertimedealingwithoneanother,thanthosewhodont.Forinstance,theGulgs(Relationshipfocus,Low context) and the Urikites (Deal focus, Highcontext) tend to have more problems communicating efficiently and understandingeachother,thanforexampletheTyriansandtheBalicites,whobothhavedealfocusedandlowcontext cultures. In intercultural dealings, cultural mistakes create more serious problems for traders than linguistic mistakes. A simplelinguisticmistakedoeslittleharmcomparedtowhataculturalmistakemightdo.Forinstance,walkinguptoa stranger from a relationshipfocused culture and making a business proposition gets you as far as a halfgiant in a dwarvenhutnowhere. In dealfocused cultures a trader can make initial contact with a prospective buyer or trade partner without any previous relationship or connection. Having an introduction or referral is helpful but not essential. In relationship focusedculturespeopleprefertodealwithfamily,friendsandpersonsorgroupswellknowntothempeoplewhocan be trusted. Thus a thirdparty introduction is often necessary to break the ice. In the relationshipfocused cultures a tradermustfirstmakeanacquaintance,beforeheorshecanmakeatradeproposition.

Table:TradeInteractionamongCultures People DealfocusvsRelationshipfocus HighcontextvsLowcontext Balicites Dealfocus Lowcontext Draji Dealfocus Lowcontext Eldaarish Relationshipfocus Lowcontext Elves Dealfocus(butseetext) Lowcontext Gulgs Relationshipfocus Lowcontext Kurnans Relationshipfocus Highcontext Nibenese Relationshipfocus Highcontext Raamites Relationshipfocus Highcontext Tyrians Dealfocus Lowcontext Urikites Dealfocus Highcontext
Inalowcontextculturepeoplearegenerallydirect,speakclearly,andcommunicatingisrelativelyeasy.Theverbal aspect of communication is emphasized. What you say is what you mean. A highcontext culture is the opposite. Communication is more difficult as it is permeated by culture specific codes and body language, often unknown to foreigners.Verbalcommunicationismorevagueandindirect.Lowcontextculturesoftenviewhighcontextculturesas inscrutable, sometimes even untrustworthy. In return highcontext cultures often perceive the direct approach of the lowcontextculturestoberudeandarrogant,andtheiremphasisonverbalcommunicationtobechildishandprimitive.

Balicites
Balic in Free Year 11 is a divided metropolis run by trade lords, two of whom are plutarchs. Naturally commerce playsanimportantroleinalllevelsofBalicitesocietywhenthecityisrunbymerchants.TheopenmarketsofBalichave alwaysbeenaforumforpublicgatheringandsocialization.SupplyhastraditionallyexceededdemandinBalic,asexotic goodsfromallovertheTyrRegionhavefoundtheirwaytothecitysmarkets,theprimaryreasonbeingtheabsenceof sales taxes inBalic. Over the years a dealfocusedculture has evolved.Balicite merchants have found it convenient to formalize relations with traders from different cultures with customs different from their own. A written standard contractwasintroducedseveraldecadesagotoavoidconfusionbetweenpartnerswithdifferentculturalbackgrounds. The contract is but a formality of little importance when dealing with relationshipfocused traders, such as the Nibenese,butvitalinnegotiationswithotherdealfocusedtraders,especiallytheUrikites,whowontconductbusiness withoutone.Andofcourse,youdbenaivetoexpectanelftohonoranyformofacontract! Traders usually get right down to business and haggle over prices until all parties are satisfied. Questions are promptlyaskedandansweredduringnegotiations.Thenthepartiessignatradecontractandarrangetimeandplacefor transactions to take place. Deals are usually negotiated between senior agents of the merchant houses, and it is 20

customaryfortheBalicitepartytoprovideroomandboardforvisitingtraders.Afteracontractissigned,itiscustomary toshareabottleofwineorliquortocelebrateasuccessfullylandeddeal. Balichasalowcontextculture.Inadditiontobeingverydirect,Balicitesexpressthemselvesclearlylanguagewiseto avoidunnecessaryconfusionwiththeirtradepartners.Thelimiteduseofbodylanguageisverysimple,corresponding togeneralgesturesandexpressionsusedallovertheTablelands,aresultoftheculturalclashthroughkingsageswith foreigntradersseekingtoenterthecitysmarkets.Themeaningofoneparticularlocalgestureisimportanttobeaware of,thoughifaBalicitetipshisheadbackwithoutsayingaword,thisisthenonverbalequivalentofsayingno.Inmost othercitystatesthisgesturemeansyes.Also,wavinganopenhandwithextendedfingersataBaliciteisagrossinsult. To a Balicite this gesture means youre running around like an erdlu with its head chopped off. The correct way of greetingsomeoneatadistance,ortogettheirattentionistoshoutatthem.

Draji
ThewarriorpeopleofDrajviewtradeassomethingbeneaththewarriorideal.Thetradersimportantroleinsociety isrecognized,buttheirpopularityislow,unlessofcourse,thetradershavemarkedthemselvesasdecentwarriorson occasionssuchastheFloweryWars.Fewwanttosocializewithaveragetraders,andespeciallyforeignones.Basedon theseculturalfacts,thedrajihaveadealfocusedculture. DrajitradersputasmuchemphasisonthewarrioridealasanyothercitizenofDraj,eveniftheydonotnecessarily liveuptoitthemselves.Adrajitraderwillsizeuppotentialpartnersandcustomersbasedontheirappearance.Strong looking traders will impress the draji, and will be at an advantage when negotiating a deal. Similarly, a fraillooking traderwillbeatadisadvantage.Drajinegotiateinloudvoices,andtheytrytointimidatethosewhomtheybargainwith tobendthemtotheirwill.Ifadrajitraderdetectsweaknessinanopponent,hewillexploitthatweaknesstodeala fatalblowinthenegotiations. Writtencontractsareseldomused.Drajiareusedtooralcontracts,andthespokenwordistheagreementinDraj. Thosewhodependuponwrittencontractsarethosewhoaretooweaktodealretributiononthosewhofailtofulfilltheir endofabargain.Toobadforthem.Todemandawrittencontractfromadrajitraderistosaythatyoudonotexpecthim tofollowthroughonthedealaprovocationoftheextreme,andonethathasgotmanyforeigntradersintotrouble. Draji are aggressive negotiators, who stare their opponents straight in the eye and strike their fists together to emphasizetheirpoints.Thedrajicultureisalowcontextculture.Facialexpressionsandtosomeextentaggressivebody language complement verbal communication in the draji tongue. It is not necessary to study draji culture in detail to understandwhatadrajiissayingandwhathisfeelingsareonaparticularsubject.Itshowsalltoowell.Drajitraders have trouble especially negotiating with Nibenese and Urikite traders. The drajis aggressive approach to negotiations appalltheNibenese,andtheviolentbodylanguageandtheloudspeechofthedrajiinadditiontotheirtendencyto losetheirtempermakeUrikitesfeeltheylosefaceatthehandsoftheimmaturedraji.

Elves

WizardsoftheCoast(2002). 21

Elvesthatassimilatetoacitysculture,asoftenoccursinUrik,Kurn,andBalic,followthatcitysculture.Andyet bothinandoutofthecities,manyelvesmaintaintheirracialways. Elvesrepresentafocusparadox.Indealingswithallexcepttheirtribeandtrustedcompanions,elvesdisplayashort sightedopportunismthatoftenpreventsthemfromforminglongtermtraderelationships.Elveswilleagerlygetdown to business with those they do not trust and exploit the situation to their maximum advantage, but the nature of the transactionchangesdrasticallywhentheydealwithpersonsthattheytrust.Whendealingwithmembersoftheirtribe andcompanionswhohavepassedtestsoftrust,anelfisdrivenbyrelationshipfocus,seekingalongtermrelationand winwinsituations. An elf very rarely indulges in tests of trusts towards unfamiliar trade subjects, except when the elf is planning a muchmoreimportantexchangethatrequiresthathetrustsomeonethathassofarproventrustworthy. Elven Trust Test: Example WhenevertheyvisitedKurnsmerchantdistrict,theMirageMakertribedealtwiththedwarfEnvekAzeth,selling herthebluedyethattheMirageMakerscultivatedfarthernorthinthefoothillsoftheGraniteSpearsmountains. AfterDrajitemplarssacrificedseveralMirageMakersfortheft,someMirageMakersbegantowonderiftheycould trust Envek Azeth to represent their interests in Draj and sell the dye on their behalf. The tribe argued the matter for months. Envek had no idea that she was the topic of such intense discussion. Those among the Mirage Makers that wanted to trust Envek pointed out that for eighty years, she had always dealt with the Mirage Makers honestly and fairly,evenwhensheexposedtheirattemptstocheather.Inelveneyes,Envekseightyyearsoffairdealingcouldnoton itsownsufficetoproveEnveksloyalty.Shewas,afterall,adwarf.ButsincetheMirageMakerswantedtotrustEnvek, the tribe devised a test of trust to allow Envek to prove her trustworthiness. The elves attempted to create the appearance that the Mirage Maker dye caravan had been ambushed by kreen. Some of the Mirage Makers actually inflictedrealwoundsontheirownbodies,andkilledsomeoftheirownkankswithchatchka,leavingthemloadedup withhundredsofgoldpiecesworthinpreciousdye.IfEnvekhelpedtheMirageMakers,anddidnotattempttotakethe dye,thentheycouldtrusther. If Envek had passed the test, she would have been treated as a tribal member by the elf, and thus be subject to relationshiporientedtrade.UnfortunatelyforAzethMirageMakertraderelations,Enveksawthroughthephonyscene, realizedthatitwasasetup,butmistakenlyassumedthattheMirageMakersweretryingtorobher.Afterthecaravan passed,theMirageMakerssaid,canyoubelievethatwealmosttrustedthatstupiddwarfwithourdyeroute?

Eldaarish
In Silt Side, House Azeth agents (and occasionally, by invitation, agents of other houses) negotiate with Eldaarish templarsunderthewatchfuleyeofthesecretpoliceandtheRedGuard.Officially,thereisnotradeinthecitystateof Eldaarich or in the Dim Lands, but unofficially, the people would have perished long ago if they truly had to rely completelyonDaskinorstemplarsforalloftheirfoodandgoods.Despitethreatsofenslavementanddeathfortraders (particularlythosewhosellfood!),tradeonsomelevelpersists. Negotiations with the Eldaarish is brief and low context. One usually cannot haggle lest the authorities become awareofthetransaction.Eldaarishsignlanguagedoesnotmakecommunicationsmoresubtle.Thepersistentgreydeath forcesmostEldaarishtowearsilters,andmostpeoplethatdealwitheachotheronadaytodaybasishaveneverseen each others faces. They identify each other by looking at each others left fingertips, where each Eldaarish citizen has theirnamebranded.Eldaarishpersonsoftenraisetheirlefthandinsaluteastheypasseachother,toidentifyeachother. Relationshiporientedtraders,theEldaarishtrustnoone,butfindsomepeoplelessuntrustworthythanothers.The shady peddlers that hawk goods, food, or small children on the street often pass information to the secret police. But evenSavakinformantsdonotalwaysreporteverythingandeveryonethattheyknow;peddlersneedtobeloyaltotheir bestcustomers,orelsetheywouldgooutofbusiness.

Gulgs
The Gulgs, through their community social structure, naturally have a relationshipfocused culture. Trade is generally conducted between friends and acquaintances in and between the various dagadas. However, it is not uncustomaryforaforeigntradertobecomeanacceptedtradepartner.Gulgsareapracticallot,andtradinganysurplus goodsnotneededelsewhereinthecitywithforeigntradersisencouragedtobringmorewealthtothedagadaandthe city,andultimatelymoretaxesintotheObascoffers. It is customary to bring a gift to a representative of the dagada a trader wishes to conduct business with. An appropriategiftisoneofmonetaryaswellassymbolicandpracticalvalue.Forinstanceadaslormetalhammerwould beanidealgiftforamemberfromacarpentersdagada.Itisdurablesymbolizingthestrengthofthetraderelationto be,anidolthatrepresentsthecraftitselfanditcanbeusedinactualproductionbyacarpenter.Oncethegifthasbeen delivered, inspected and approved, the trader and the representative from the dagada usually sit down in the representativestreehutandconverseforseveralhours.Duringtheconversation,thepartsexchangestories,testeach otherswits,andengageinafriendlyarmwrestlingbout.Afterthesebondingrituals,thetraderisinvitedtodinewith 22

theGulgandhisfamily.Sometimes,ifthetraderisarepresentativefromalargemerchanthouse,agreatfeastisheld wherethetraderisintroducedtotheentiredagadabytheGulgrepresentative.OnlyafterthismealwilltheGulgstalk trade.SincetheGulgshavenoliterarytraditions,oralagreementsarethenorm. Gulgsareastraightforwardpeople.Theircultureisalowcontextculture.Theycommunicatemostlyverbally,and areverydirect.IfaGulghassomethingonhismindespeciallysomethinghesdissatisfiedwithorfindsstrange,he blurtsitout.Thisbehaviorcanseemodd,evenrudeandarroganttosomepeoples,suchastheUrikites,whogotogreat lengthstoconcealtheiremotionsandkeepface,soeveryoneshonorremainsintact.Gulgalsohasahighcontactculture. AfterGulgsgettoknowoneanother,malefriendswillshakehandslengthilyandembrace,whilewomenfriendsbrush cheekswithakissingmotionofthelips.Gulgsreadilypateachothersbacksandtoucheachothersfaces,butdonot expectthesamefromtheirtradepartners.

Kurnans
Kurnanclavestructureemphasizesrelationshipsandcommunity.Whileindividualsnegotiateandtradeextensively within the clave, trade outside the clave usually occurs through Clave speakers or their subordinates. With human Kurnans, these are usually women, because Kurnans do not generally trust men in matters of fine diplomacy and negotiation. Outsiders (including Kurnans from other claves as well as foreigners) may eventually become accepted tradepartners,ormaysettleonafixedpriceorcourseofdealingwithregardtotheclavesproducts.Whenthatoccurs, onemightdealdirectlywiththeclavemembers,butifsomeoneapproachesaclavehouseandattemptstobargainwith theartisansdirectly,theclavemembersusuallytakethisasanattempttocorruptindividualsattheexpenseoftheclave. Outside open trade areas in the merchant district, one is safer to purchase only from designated clave speakers, since othersmaybetraffickinginstolenmaterials,orsellingclavepropertywithouthisclavespermission. Onemayofferagifttotheclavethatoneisdealingwith,butofferingagiftspecificallytothespeaker,mayangerthe claveandinsultthespeakersintegrity.WhileKurnansfindlittledishonorableintakingsomethingfromastrangerthat wasntlooking,theyhavetremendouscontemptforsomeonewhobreachestrust,particularlyonewhocheatshisown family or clave. The fact that someone did not intend to insult them does not make an attempted bribe less insulting. Kurnans do not become easily angry when a stranger questions their honestly or refuses to trust them. Relationship focused,Kurnansbelievethatonemustearntrust.IfonehasangeredaKurnanbymakinganunseemlyoffer,onemay sometimesavoidaconfrontationbysayingsomethingtotheeffectofIwasonlytestingyou;Ineededtobesurethat youweretrustworthy. OneshouldnotthreatenaKurnanspeakerunlessoneispreparedtofight.Kurnanleadershipdependsoncontext.A Kurnanspeakeronlyleadsthecommunityinmattersofnegotiationanddiplomacy.Ifclavemembersparticularlythe speaker appear endangered, leadership shifts to the House Captain. At this point one does deal with the claves males,oftenatspearpoint. Kurnan culture is a highcontext culture. Body language is important, not only to the speaker but to other clave members.Clavewarriorswillpretendtonotbepayingattentiontonegotiations.Iftheyfeelthatastrangerhasinsulted theirspeakerortheirclave,theywillnotbetrayemotions.Youngerclavemembersandothersthathavenotlearnedto control their emotions will leave the room lest they undermine their speakers authority with an annoyed look or a hissed breath. At most, clave members may glance to the house captain, to see if the leadership shifts. The speakers words often contain double meanings subtle cues to the clave captain and other clave members, wrapped up in carefullyweighedtermsaddressedtotheothersidesnegotiator.

Nibenese
The Nibenese have a relationshipfocused culture that centers on the family.InNibenayitisnot a question as to who you are, but whom you know. Nibenese are generally polite, but wary of outsiders who are unfamiliar with their culture,andthishasmade it very difficult for foreign merchants to conduct trade in the city. The Nibenese will not deal with people they do not 23

knowiftheycantrust.Athirdpartyintroductionisnecessarytobridgetherelationshipgapbetweenaforeigntrader andthepersonorhousehewantstoconductbusinesswith.Ideallyintroductionshouldcomefromafamilymember, butanyrelationshipwilldo.TheTempleofTradecanarrangeintroductionsforafee.Ifnoonewillputinagoodword forhim,thetradercanforgetabouttheNibenesemarket. Whenorifatraderisintroducedtohisprospectivepartnersorcustomers,hewillfirstbeaskedquestionsabouthis family,interests,clothes,tasteinmusic,tasteinbeveragesetc.everythingisnontraderelated.Ifthetraderdeclinesto answerthequestions,orstartstotalkabouttrade,heorshewillbeviewedasveryrudeandinappropriatetoconduct tradewith.Ifthemeetinggoeswell,andtheNibenesearesatisfiedwiththetradersanswers,theywillinvitethetrader to a second meeting. The second meeting usually takes place in comfortable surroundings and involves consuming considerableamountsofricewine.AgainitisinappropriatetomentiontradematterstheNibenesehaveinvitedthe traderasafriend,notasabusinesspartner.Ifthetraderpassesthisordeal,hewillbeinvitedtoathirdmeetingwhere theywilldiscusstrade. TheNibenesealsohaveahighcontextculture.Itisnotasmuchwhatissaid,butthecontextinwhichitissaidthat matters.Bodylanguage,especiallyhandgesturespermeatestheNibenesewayofcommunication,whichcanbetiedto the cultural importance of dance as an expressional art form in Nibenay. Traders should be careful not to wave their handsaboutwhilemostNibenesesimplyfinditamusingwhenastrangermakesagesturethatchangesthemeaningof whathesaystosomethingincomprehensible,anunluckytradercouldendupinsultingsomeonegravelywithouteven knowingit,ruininganotherwisepromisingdeal.TheNibeneseareverypolitewhenconductingtrade,andratherthan showdisinterestorsaynodirectly,theywillusephrasessuchasThatwouldbeinconvenient.andWewillhaveto lookfurtherintothis.Also,ifaNibenesesuddenlybecomesquietandonlynodsherheadasaresponse,itisagood indicationthatthenegotiationsareindeedoverforherpart,andthedealisoff.

Raamites
Raamiscurrentlynotaplacetraderswanttovisittoconducttradebecauseoftheriotsandfightingtogaincontrol overthecitybetweenthevariousfactionsinthecity.HouseMke,themostpowerfulmerchanthousebasedinRaam, hasseveraloutpostsandcompoundsinthesevencities,however,thattraderscanconductbusinesswith.TheRaamite traders are friendly towards possible trade partners and customers. However, their ways of conducting trade can be perceived as arrogant and peculiar to outsiders who are unfamiliar with the concept of castes, a system practiced in Raamwithgreatimpactonsocialstructuresandalsohowtradeisconducted.TheRaamiteapproachtotradeisgenerally relationshipfocused. In Raam the concept of haggling does not exist. A merchants prices vary depending on the caste his customer belongsto.Customersofhighercastesaregrantedexceptionalserviceandlowerpricesthanthoseoflowercastes.When dealingwithoutsiders,Raamiteswillconveythememorablemomentsanddeedsoftheirlives,andemphasizethestatus oftheircasteandhowtheywereborntofitthatrole.AnonRaamiteistreatedascastelessandreceivestheworst treatmentasacustomerandlesspreferabletreatmentasapartner.However,aforeigntraderwhointurntellshislife storyandbragsabouthisownachievementswillbeviewedwithesteem,assumingofcoursetheachievementsareon par with the Raamite counterparts tale. In that case, the foreign trader will receive certain benefits, decided by the Raamitetrader.Itisnotuncommon,inthegreatnessoftheRaamish,toextendthebenefitsofhiscastetotheforeign trader, as a sign of goodwill. This essentially means a better price and better service, and possibly better deals if introducedtoanotherRaamitetraderbytheRaamiteinquestion. BeforeAbalachResdeathatthehandsofSadiraofTyr,andthechaosfollowingthearrivaloftheinformationonher death, Raams racial ethnic diversity played a major role in trade patterns within the city. The fact that nonhumans makeupthemajorityofthecityspopulationleadtotheconceptofracialmarketsegmentation.Thevariousraceswould focus on trade with their fellow race members, and limit trade with other races to a minimum. Raams dwarves for instance would mostly conduct business with other dwarves in the city. Today there is no real trade situation within Raamscitywalls,andtheconceptofracialsegmentationhasbeenabandonedinthebattleforsurvival. Raamisalsoahighcontextculture.TheRaamiteshaveaveryadvancedformofsignlanguagenotonlydoesthe signlanguagecoverallspokenwordsintheRaamishtongue,butalsoallowsaverydetailedlevelofemphasisandmood to be added to any word. The right hand is used for gestures that constitute words, while the left hand is used for punctuation,emphasisandmood.ForeignerswhomastertheRaamishsignlanguagearetreatedwithgreatrespect,forit isdifficulttomasterandalsoforbiddentousebycastelessRaamites.Thegreatmajorityofforeignerswhodonotknow theintricatesignlanguageareatadisadvantageatthetradingtable,astheRaamitesusetheirsignlanguagetoconvey mood,emphasisandevenpassonsecretmessagestooneanother.

Tyrians
TradeintheFreeCityisregulatedbytheBureauofFinance,runbythetemplars.SincethetimeofKalaksregime, theBureauofFinancehasbeenresponsiblefortaxcollectionandcontrollingmarketfluctuationswithfloatingsalestaxes fordifferentgoodsandstrictquotasonexports,inparticulartheflowofiron.TheliberationofTyrsslavepopulation createdavacuumintermsofsupplyanddemandandashortageonmanygoods.Thetemplarswenttogreatlengths 24

tokeepthepricelevelfromrisingonvitaltradegoodssuchasfood,waterandclothing,cuttingbackonsalestaxesfor thoseproducts,andincreasingthesalestaxesonluxuryitemstokeepthecitysincomefromsalestaxesnormalized.This encouragedtraderstoimportnecessitiesoverluxuryitems,andalsoattractedseveralforeignmerchantsfromothercity states. Today the trade situation has normalized to some degree, and while demand is still greater than supply, the floatingsalestaxismorebalancedintermsoftaxationonnecessitiesandluxuryitems. AlltheseeventshaveconspiredtotwisttherelationshipfocusedcultureofhistoricalTyrtobecomeadealfocused culture tied to the Free City in the Age of Heroes. Relationships between the great noble families and major trading housesstillexist,andbusinessconductedbetweenthesepartiesisdominatedbydisputesandalliancesofold.However, amongthesmallermerchanthousesandnewtraderstothecity,suchtiesarealmostnonexistent,andjustaboutanyone willtradewithanyonewhocanthrowagooddealonthetable.Somemarkets,suchastheirontrade,aredifficulttogain access to, andhaving connections to the templars in the Bureau of Finance is undoubtedly a valuable asset. For those who do not enjoy the privilege of such relations, there is always the option of bribery. Greasing the wheels of bureaucracyissometimesnecessary.Whileforeigntraderswillhavedifficultiestryingtogainatemplarsfavor,aTyrian merchantofsomereputationstandsafairchanceofbeingabletoinfluencetheauthoritiesinquestion. Tyr has a lowcontext culture. Its population of exslaves comes from all over the Tablelands. Formal codes of communication tied to the specific cultures of the individual city states have vanished or been incorporated into the trade tongue. The spoken language is not all that different from the one spoken in Balic. Striking a deal with Tyrian traders is essentially an openminded session of haggling back and forth until the parties come to acceptable terms. Negotiations start with all involved parties introducing themselves to one another, usually informally and on a first namebasis.Dealsarestruckeverywhere,atamerchantsstandinthemarketplace,atasmalltavern,inabackalley,orin theofficesofamerchanthouse.Adealiscompletedwithahandshake.Whiletheimportanceofthehandshakemight seem to be a mere formality to outsiders, Tyrians believe they can learn a great deal about a person through the handshake.Afirmhandshakeisattributedwithdedication,sincerity,potencyandstrongspirit,whileafrailhandshake isassociatedwithweakness,cowardiceandlackofbeliefinoneself,andevenlackinsexualability.

Urikites
Trade in the city of Urik has become increasingly bureaucratic over the years. This has resulted in a dealfocused culturepermeatedbyarigidlawsystem.Tradersareaggressiveanddirectintheirapproach.InUrikitisnotuncommon tostrikeadealwithacompletestranger.Thewrittencontractisanecessaryformalityallmercantileactivityistobe registeredbyHamanustemplars,andwrittencontractsarerequiredbylaw.Thecontractoutweighsthespokenword, and protects both parties involved in a transaction, as well as detailing the nature of the bargain and the amount of goodsinvolvedfortemplarrecords.ThepenaltyforviolatingawrittencontractinUrikisfiercethelawrequiresthe estimated values of the transaction and any financial losses to be compensated by the violating party, either in coin, goodsorthroughlabortraderswhocannotmeettheirendofacontractedbargainbecomeslavesiftheyareunableto compensatetheirtradepartnerslosses. Asaproudwarriorpeople,theUrikitesareconcernedwithhonorandnotlosingface.Hagglingisacentralpartof theUrikitetradingtraditions.Tradeisviewedasacontest,butbothpartiesmustbecontentwithagivenbargain.Itis importanttokeepbothyoursandyourtradepartnershonorintact.Byofferingapricefartooloworridiculouslyhigh, ormakenegativecommentsaboutyouropponentsgoods,youinsulthim.IfaUrikitefeelshehasbeeninsulted,he will politely smile before excusing himself and leave the scene losing ones temper is viewed as childish and both partieslosefaceifsuchfeelingsaredisplayedopenly. TheUrikiteshaveahighcontextculture.Nonverbalcommunicationisatleastasimportantasthespokenlanguage unspokencodesandfacialexpressionsdominateUrikitecommunicationinallsituations.Theblinkofaneye,touching onesnosewiththeindexfinger,orapolitebutemotionlesssmiletellsmoreaboutaUrikitesopinionsthanahundred words.Apolitewayofinformingsomeonethattheirofferisuninterestingistoraiseoneseyebrows.Incontrast,totell someoneverballythattheirgoodsareofnointeresttoyouistoinsultanddishonorthem.Manypotentialdealsbetween UrikiteandGulgtradershavefalteredtheGulgsdonotseethepointinawrittencontract,andtheUrikitesareeasily offendedbytheGulgsbluntness.

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Chapter 3: Major Trading Houses Fact Sheets

House Inika
House Inika, the chief trade house in Gulg, is the smallestofthemajorhousesfoundintheTyrRegion.The house specializes in small valuable cargoes. Due to this practice, Inika has managed to prosper far more than a houseofitssizewouldotherwiseachieve.

Shallin Losya (N female human telepath 18) is the chiefpsionofHouseInika.Sheisresponsiblefortraining younger house psions, but occasionally undertakes missionsthattakeheroutsideofGulg. Tomak Reslin (LN male mul gladiator 13, arena champion6)istheleadbodyguardtoAndiamaInika.He was purchased and granted his freedom by Andiama herself.Inreturnhehasservedherfaithfully.

Symbol
Inikasemblemisasimplegoldcircleonablackfiled.

Relations
Inikas two major philosophies are; that force is to be usedonlyasalastresort,andthatstrategicwithdrawalto asuperiorpositionareoftenthebestpractices.Inikaisfar more likely to engage in intrigue and backroom dealing than to conduct open warfare against an enemy. Cordial relationsaremaintainedatalltimesevenduringthemost intensiverivalries.

History
Inika was founded more than three centuries ago by formagentofHouseRibennamedTaroInika,Ordinarily, Tarowouldhavebeendealtwithseverelyforbreakinghis merchants oath, however, his romantic liaisons with the houses matriarch, Biria Riben, stayed her hand from bringingRibenswrathuponthenewhouse.

House Inika Lore


CharacterswithranksinKnowledge(local)orGather InformationcanresearchHouseInikatolearnmoreabout them. When a character succeeds on a skill check, the followingloreisrevealed,includingtheinformationfrom lowerDCs. DC10:HouseInikaisthemajormerchanthouseinthe citystateofGulg. DC15:AndiamaInikaisthepresentleaderofHosue Inikaandhasbeensoforthepast18years. DC 20: The nearest Inkia trade post is (insert closet Inikafacilitytothecharacterscurrentlocation)

Headquarters
Gulg

Leader
Andiama Inika (LN female human expert 13, dune trader 6) has been house matriarch for the past 18 years. Her friendly yet firm demeanor has earned the unquestioningloyaltyofherfamilyandagents. Facilities: FortAdros:SupplypointbetweenWalisandAltaruk. Fort Harbeth: Located in the foothills southwest of theMekillotMountains. Fort Skonz: Supply point at the crossroads between Tyr,Altaruk,andSilverSpring. Shazlin: Trade village located along the southern tip ofDragonsBowlbetweenRaamandSilverSpring. Tradedgoods: Inika primarily trades in kola nuts, spices, precious gems, feathers and other small but valuable items. In staying with small cargoes, Inika is able to keep their caravanssmallandfast.

Mke
Mke isthe chief merchant house of the volatile City State of Raam. The house has fallen on hard times with the recent events that have impacted the city. By relying on their vast reserves of their treasury, Mke hopes to weatheroutthistroubledtime.

Symbol
Mkessymbolisasilverquillpenonaredfield.

Personalities
Ranis Inika (N female halfelf bard 14, poisonmaster 4) is the most trusted and dangerous member of House Inika. She was brought into the family after saving Andiamaslife.

History
Mkesoriginsareanenigma.Rumorspersistthatthe house originated in lands far beyond the Tablelands. No

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matter its beginnings one thing is clear, Mke is a house nottobetakenlightly. Under the rule of an eccentric wizardess, known as Katyanna, Mke quickly increased its power base by eradicating House Comis, then the most powerful merchantdynastyinRaam.Throughassassination,raids, and under bidding, Comis succumbed to the might of HouseMke. Astheyearspassed,wisebusinesspracticesprevailed andHouseMkeamassedsizeableprofitstoseeitthrough theleanyears. Mystll(CNthrikreenranger5,rogue3,masterscout 2) is the oddest member under Mkes employ. Caught trying to steal from one of Mkes outposts, it was pardoned in exchange for a vow of loyalty. Mystll often acts as a scout for caravans or as a gobetween to wild thrikreentribes.

House Mke Lore


CharacterswithranksinKnowledge(local)orGather InformationcanresearchHouseMketolearnmoreabout them. When a character succeeds on a skill check, the followingloreisrevealed,includingtheinformationfrom lowerDCs. DC10:Mkeisthechieftradehouseinthecitystateof Raam. DC 15: Truvo Mke is current patriarch of the merchanthousewhoiswhisperedtoover200yearsold. DC 20: The nearest Mke trade post is (insert closet Mkefacilitytothecharacterscurrentlocation) DC25:Mkehasapowerfulwizardthatisrumoredto beadefilerintheiremploy.

Relations
Despite their occasional ferocity, agents of House Mke are generally considered good mannered and intelligentindividuals. In times of peace, Mkes practices are flexible and unpredictable. The houses tactics are both cautious and ruthless.Theytreatmorepowerfulrivalswithhonorand respect, but steal and engage in open hostility towards weaker houses. Mkes allies include Houses Tsalaxa, Wavir,andShom. SpecialtyGoods Mke mainly deals in the trade of metals, food stuff, weapons,andobsidian. Facilities Fort Firstwatch, Storage and supply point between RaamandDraj. FortIsus,SupplypointandtradepostbetweenRaam andNibenay. Fort Xalis, Major trading post, supply point, and militarybasenearBlackWaters,betweenRaamandUrik. Jalakan, Trade village located on the edge of the ForestRidgeroughly40milesnorthofTyr.

Shom
HouseShomistheleadtradeconsortiuminNibenay. Ancient and decedent, Shoms rulers have strayed from their houses modest beginnings. Infamous for acts of depravity that rival those of the sorcererkings, Shom stands on the edge of destruction as its house grows old andslowlydeterioratesintoobscurity.

Symbol
Shomsbannerdepictsthreedragonfliesonaredblack diagonallydividedfield.

Headquarters
Raam.

History
Shomsoriginsstretchbackthousandsofyearsandits beginningsarelosttoantiquity.Historiansarecertainthat Shom started as a small house lacking in assets and ambition. It wasnt until a youthful merchant known as Kys took control after the mysterious deaths of his grandfather and mother that Shom began to accumulate inpower. Through centuries of employing unusual allies rangingfrompacksofthrikreentotribesofbelgoi,Shom continuedtoincreaseitsprofits,earningthemtheenmity ofothermerchanthouses.

Leader
Truvo Mke (N male human expert 12, aristocrat 3, dune trader 5) is a wizened man of indeterminate age (rumored to be over 200 as well as senile). He holds devotedlytotheMerchantsCodeandisslowtoanger.

Personalities
RogilMke(NGmalehumanfighter10,rogue5,dune trader3)isgreatgrandson(andsuccessor)ofTruvoMke. He actively associates with the nobility of Raam whom consider him to be a womanizing flop. However, this is the image that Rogil puts forth as a ruse in order to deceiveanywouldbeenemiesofhouseMke. Astara Legar (CN female human defiler 12, arch defiler6)isHouseMkechiefwizard.Neithershe,orher position, officially exist within Mke. Members of the house vehemently deny that they would employee any practitioners of magic. Astara is quiet and reserved, but doesnothesitatetousehermagicindefnseofherhouse.

Relations
Shom chooses to ignore other trade houses, feeling thattheyareinsignificantandnotworthyoftheirnotice. This does not sit well with the other houses, who are waiting like lirr for the trade empires highly anticipated collapse. AlliedHouses None 27

EnemyHouses MostothermerchanthousesparticularlyStel. SpecialtyGoods Shom specializes in the trade of obsidian, rice, water, andwood. Facilities Fort Melidor: Supply point located near the Lost Oasis. Fort Inix: Supply and storage point 30 miles east of Nibenay. Fort Sunset: A tiny outpost located in the Ringing Mountains. Cromlin:TradevillagelocatedontheshoreoftheSea ofSilt,30mileswestofGiustenal. DC25:ThesonofGiovvo,JebeaShom,isslowlybeing edged out as a controlling member of the trade house throughtheeffortsofunknownconspirators.

Stel
Stel, like its home citystate of Urik, is militaristic in nature.Specializinginspoilsofwarsuchasslaves,stolen cargo, weapons, and, on occasion, hostages for ransom. While the merchant house also engages in legitimate trade, Stel is infamous for its aggressive and violent practices.

Headquarters
Nibenay

Symbol
Stels symbol is a pair ofcrossed black scimitars ona whitefield.

Leader
Giovvo Shom (N male human rogue 5, expert 10, dune trader 5) is the master of House Shom. He is a rotund man prone to wearing extravagant and priceless robes,imbibinglargequantitiesofalcohol,andwagering vastamountsofgoldongladiatorialgames.

History
Stel was founded by a small band of warriors and gladiators nearly 300 years ago. If not for their leader, a mercenary named Korvo Stel, and the good graces of Urikssorcererkingthehousewouldnothaveprospered. KorvoscontroloverStelwaslaterusurpedbyapsion named Iol, who pulled the house from the brink of financial ruin. Rumor has it that Iol was the cause of Korvosmysteriousdeath. Presently, Stel is controlled by the descendants of Iol and Korvo. Any ill will that may have existed has since beenputasideforthebettermentofthehouse.

Personalities
TemmnyaShom(NEfemalehumandefiler6,leech9) is the stunningly beautiful and hedonistic daughter of Giovvo.Giventowearingrevealingclothingofblackand red.SheisrecentlyinvolvedinaplotalongwithFarlahn MordistodiscreditherbrotherJebea. JebeaShom(LNmalehumanfighter9,expert5,dune trade3)isthecharismaticsonofShomspatriarchGiovvo. Deceivinglyfrail,Jebaisaproficientwarrior.Hecurrently seeks to reestablish Shom to its former glory against the desiresofhisrelatives. FarlahnMordis(CEmalehumanrogue8,soulknife4) is one of Shoms lead agents. Roguishly attractive, yet totally without scruples, Farlahn seeks to preserve his luxurious lifestyle he has obtained with House Shom. Vehemently opposed to Jebeas ideas for the houses future, he has entered into an alliance with Temmnya to disposeoftheyoungtrader.

Relations
Stels aggressive nature and militant demeanor has earned it the enmity of other merchants. Many rivals regard House Stel to be nothing more than a pack of banditsundertheguiseofagenuinemerchanthousedue toitsraidingpractices. In contrast, Stel strives to be on good terms with the sorcererkings.Citylawistobeobeyedwithoutquestion, andengaginginthesmugglingortradeofillegalgoodsis tobeavoided. AlliedHouses HouseWavir. EnemyHouses HousesTsalaxaandInika SpecialtyGoods Stel primarily trades in slaves, weapons, ceramics, iron,andplunderedcargoes. Facilities FortCourage:Supplypointandmilitarybasenearthe SmokingCrownontheroutebetweenUrikandMalkla. Fort Iron: Supply point and military installation 30 mileswestofSilverSpring. Fort Sandol: Outpost and trading post in the Tablelands50milesnorthofGulg.

House Shom Lore


CharacterswithranksinKnowledge(local)orGather Information can research House Shom to learn more about them. When a character succeeds on a skill check, the following lore is revealed, including the information fromlowerDCs. DC 10: Shom is the predominant trade house in the citystateofNibenay. DC 15: Giovvo Shom is the trade dynastys reclusive andaloofpatriarch. DC 20: The nearest Shom trade post is (insert closet Shomfacilitytothecharacterscurrentlocation)

28

Headquarters
Urik

History
Tsalaxas history is ancient and complex. The house boaststhatitwasfounded500yearsagobyapowerful wizardandhisloyalhalfgiantfollowers.Afteralong seriesoftrialswhichpitteditagainstthelikesofsorcerer monarchs and rival trade houses, Tsalaxa triumphed in becoming the prosperous merchant dynasty that it is today.

Leader
Hargan Stel III (LN male human expert 4, trader 5, fighter 15) is a battlescarred grizzled warrior with an irongray beard. A man of his word, Hargan is a loyal individualwholivesbythewarriorscode.Heisquickto trade war stories with those he deems as seasoned soldiers.

Relations
While Tsalaxa gives the outward appearance of adheringtotheMerchantsCode,itisgenerallyknownas a nest of vipers and conspirators whose spies and assassinsarewithoutpeer.Notoriousatgettingevenwith thosewhohaveslightedthem,Tsalaxahasproducedthe popular Drajian proverb of Never cross the dragon or HouseTsalaxa. Blackmail, kidnapping, and assassination are part of Tsalaxastradepractices.Tsalaxascredoisthatofthefit survive,therestdie. AlliedHouses HouseStel. EnemyHouses HouseWavir. SpecialtyGoods Tsalaxa specializes in trading artwork, ornate weapons,andslaves. Facilities FortEbon:SupplypointbetweenDrajandRaam. Fort Kalvis: Supply and trading post in the verdant beltbetweenGulgandAltaruk. RumishsRockTradingOutpost30milessoutheastof LostOasis. Ablath: Trade village located near an oasis 20 miles southwestofSilverSpring.

Personalities
Tara Stel (LN female human rogue 2, dune trader 3, fighter10)isthemostlikelysuccessortoHargan.Sheisa youngdarkhairedwomanwithamuscularphysiqueand cladinraremetalarmor.Itisnosecretthatsheharborsa deep hatred of King Hamanu and his militaristic ambitions. TerricAvan(CGmalehumanranger12,masterscout 5)isHouseStelsleaddesertscoutandcaravanguard.He has been serving Stel since birth. Commonly adorned in sandcolored garb, Terric is one of Hargans closest militaryconfidants.

House Stel Lore


CharacterswithranksinKnowledge(local)orGather Information can research House Stel to learn more about them. When a character succeeds on a skill check, the followingloreisrevealed,includingtheinformationfrom lowerDCs. DC10:Stelisthechieftradehouseinthecitystateof Urik. DC15:HarganStelisofthemerchanthousescurrent rulerandanaccomplishedwarrior. DC20:ThenearestSteltradepostis(insertclosetStel facilitytothecharacterscurrentlocation). DC25:KingHamanushowsStelagreatdealoffavor andisknowntolendthemtheservicesofhiselitetroops andtemplars.

Headquarters
Draj

Leader
Ydris Tsalaxa (NE male human expert 15, trader 5) has ruled for the past 50 years and shows no signs of weakening. Well over 70 years in age, Ydris is intuitive, slyandsometimescruelinhisdealingswithothers.Heis commonlyadornedinredandyellowrobes.

House Tsalaxa
Tsalaxaistheleadingmerchanthouseofthecitystate of Draj. Infamous for engaging in acts of espionage and doubledealings in order to secure the most lucrative of trading contracts, Tsalaxa is well known for its cutthroat tacticsandbackroomdealings.

Personalities
YarshaTsalaxa(LNfemalehumanexpert8,trader3, rogue 8) is the intelligent granddaughter of Ydris. StandingalmostsixfeettallwithlongblackhairYashais stunningly beautiful. She has begun to formulate a plan to seize control of the house from her grandfather when thetimeisright. Bartis (NE male human gladiator 17) is a former gladiator who now serves as a guard and military consultantforTsalaxaandhasbeensofor20years.While 29

Symbol
Tsalaxas emblem is a solid black banner depicting a pairofglaring,bestial,yelloweyes.

not incredibly bright, his grasp of military tactics is without question. His loyalty to Tsalaxa and Ydris is unwavering. Kargash(CEmalehumandefiler14,archdefiler1)is HouseTsalaxaexpertonespionageandcausingmayhem. Demented to the core, Kargash uses his magic to inflict pain and suffering to others and seeks to increase Tsalaxaspowerbasealongtheway. Garchom (L male halfgiant fighter 14) is captain to Ydriss personal halfgiant bodyguards. Intelligent by halfgiantstandards,heisextremelyloyaltoTsalaxaand followsordersunquestioningly.

Relations
Once held in the highest regards by other merchant houses, Vordon was without equal. Vordon earned this respect through strict business sense and ruthless efficiency. Today, that awe has faded along with Vordons fortunes. Larger houses have begun encroaching on Vordons caravan routes, which have reduced its profits. Most Vordon agents are loyal and trustworthy individualswhoupholdtheMerchantsCode. AlliedHouses None. SpecialtyGoods Vordon specializesin the export of iron, artwork and textiles. Facilities Fort Ambar: Supply and storage point between Tyr andAltaruk. Fort Thamo: Supply point and trading post between GraksPoolandSouthLedopolus. Miras Halo: Outpost located in the sandy wastes betweenTyrandUrik.

House Tsalaxa Lore


CharacterswithranksinKnowledge(local)orGather Information can research House Tsalaxa to learn more about them. When a character succeeds on a skill check, the following lore is revealed, including the information fromlowerDCs. DC 10: Tsalaxa is the lead trade house of the city of Draj. DC15:YdrisTsalaxaisthetradehousesmaster. DC20:ThenearestTsalaxatradepostis(insertcloset Tsalaxafacilitytothecharacterscurrentlocation). DC 30: The word is there is a plot to depose Ydris frompowerbyunknownforces.

Headquarters
Tyr

Vordon
Vordon was once the most feared and respected merchanthouseoftheTablelands.Nowadays,Vordonis treated as somethimg of a joke by the other houses. StemmingmostlyfromthedeceasedsorcererkingKalaks reign and the financial drain he places upon Tyr during the construction of his gigantic ziggurat. However, House Vordon has begun to rise from this setback and strivestoregainitsformerglory.

Leader
TalaraVordon(NGfemalehumanaristocrat5,rogue 10) is new matriarch of the merchant house. Redhaired and slim in appearance, she is a woman with a strong senseofjusticeandgoodwill.Talaraisnewtoherposition and seeks to repair the damages wrought by her cousin Thaxosbidforpower.

House Vordon Lore


CharacterswithranksinKnowledge(local)orGather Information can research House Vordon to learn more about them. When a character succeeds on a skill check, the following lore is revealed, including the information fromlowerDCs. DC10:Vordonisthemajormerchanthouseinthecity ofTyr. DC15:TalaraVordonisthenewrulerofthehouse. DC20:ThenearestVordontradepostis(insertcloset Vordonfacilitytothecharacterscurrentlocation). DC 30: Rumors persist that those loyal to Vordons former patriarch are plotting to retake the house or destroyitintrying.

Symbol
Vordons banner bears a black diamond on a red brownfield.

History
Vordonwasoriginallyfoundedoutoftheancientcity state of Kalidnay. Privy to the catastrophe that would befall Kaliday, the patriarch of House Vordon withdrew fromthedoomedcityshortlybeforedisasterstruck. Relocating to Tyr, Vordon prospered and eventually expanded its power as well as in its arrogance. In recent years, House Vordons fortunes have turned and it has becomeanobjectofscornandridiculeamongstitsrivals. Recently, Vordons former patriarch Thaxos made a boldattempttoconquerTyrandproclaimhimselfitsnew king. His bid for power met with failure due to the preemptive actions of his cousin Talara the houses new ruler.

30

Chapter 4: NPCs
The Characters in this Chapter are described through statistics blocks according to the rules used on Dark Sun CoreBookrelease6. HookConcentrateyourfire!

Caravan Guard, Light Cavalry

Low-level NPCs
Caravan Guard, Infantry

CaravanGuard,LightCavalry

CR1

CaravanGuard,Infantry

CR1

Male/femalehumanwarrior2 LNMediumhumanoid(human) Init+1;SensesListen+2,Spot+2 LanguagesCommon,[Citylanguage] AC15,touch11,flatfooted14 (+1Dex,+4armor) hp9(2HD) Fort+3,Ref+1,Will+0 Speed20ft.(4squares) Meleespear+4(1d8+1/x3)or Rangedspear+4(1d8+1/x3) BaseAtk+2;Grp+3 AtkOptionsSpearWall AbilitiesStr13,Dex12,Con11,Int9,Wis10,Cha8 FeatsSpearWall,WeaponFocus(spear) SkillsListen+2,Spot+2,Survival+1 Possessionsspear(x2),scalemail(inixhide),2d6cp HookHoldtheline!

Male/femalehumanwarrior2 LNMediumhumanoid(human) Init+1;SensesListen+0,Spot+0 LanguagesCommon,[Citylanguage] AC17,touch11,flatfooted16 (+1Dex,+4armor,+2shield) hp9(2HD) Fort+3,Ref+1,Will+0 Speed 20 ft. (4 squares), 40 ft. (8 squares) while mounted;RideByAttack Meleelance+3(1d8+1/x3)or Rangedjavelin+3(1d6+1) BaseAtk+2;Grp+3 AtkOptionsMountedCombat AbilitiesStr13,Dex12,Con11,Int9,Wis10,Cha8 FeatsMountedCombat,RideByAttack SkillsHandleAnimal+4,Ride+8 Possessions lance, javelin (x3), heavy shield (wood), scalemail(inixhide),2d6cp Mountsoldierkank(ToA182) HookHitandrun!Confusetheenemy!

Caravan Guard, Heavy Cavalry

Caravan Guard, Archer

CaravanGuard,HeavyCavalry CR1/2

CR2

CaravanGuard,Archer

Male/femalehumanwarrior1 LNMediumhumanoid(human) Init+1;SensesListen+1,Spot+2 LanguagesCommon,[Citylanguage] AC14,touch11,flatfooted13 (+1Dex,+3armor) hp4(1HD) Fort+2,Ref+1,Will+0 Speed30ft.(6squares) Meleeclub+2(1d6+1)or Rangedshortbow+2(1d6/x3) BaseAtk+1;Grp+2 AtkOptionsConcentratedFire,PointBlankShot AbilitiesStr12,Dex13,Con11,Int9,Wis10,Cha8 FeatsConcentratedFire,PointBlankShot SkillsListen+1,Spot+2,Survival+1 Possessions shortbow with 20 arrows, club, studded leatherarmor(jhakarhidewithbone),1d6cp

Male/femalehumanwarrior3 LNMediumhumanoid(human) Init+1;SensesListen+0,Spot+0 LanguagesCommon,[Citylanguage] AC19,touch11,flatfooted18 (+1Dex,+6armor,+2shield) hp13(3HD) Fort+3,Ref+2,Will+1 Speed 20 ft. (4 squares), 40 ft. (8 squares) while mounted;RideByAttack Meleelance+4(1d8+1/x3)or Rangedjavelin+4(1d6+1) BaseAtk+3;Grp+4 AtkOptionsMountedCombat,SpiritedCharge AbilitiesStr13,Dex12,Con11,Int9,Wis10,Cha8 Feats Mounted Combat, RideBy Attack, Spirited Charge SkillsHandleAnimal+5,Ride+9 Possessionslance,javelin,heavyshield(wood),banded mail(agafariwood),3d6cp Mountheavycrodlumount(ToA154) 31

HookCharge!

AnimalHandler

CR1

Merchant House Trader

MerchantHouseTrader

CR2

Male/femalehumanexpert3 LNMediumhumanoid(human) Init1;SensesListen+0,Spot+0 LanguagesCommon,[Citylanguage],anythreeother AC9,touch9,flatfooted9 (1Dex) hp10(3HD) Fort+1,Ref+0,Will+3 Speed30ft.(6squares) Meleemwkdagger+2(1d41/1920)or Rangedmwkdagger+2(1d41/1920) BaseAtk+2;Grp+1 AbilitiesStr8,Dex9,Con10,Int12,Wis11,Cha13 FeatsNegotiator,Persuasive,Trader Skills Appraise +9, Bluff +11, Diplomacy +15, Disguise +1 (+3 acting), Gather Information +6, Intimidate +8, Knowledge (local) +6, Knowledge (nobility and royalty) +6, Profession (merchant) +6, Sense Motive +8,SleightofHand+1,SpeakLanguage(anytwo) Possessions masterwork dagger, expensive clothing, 3d20cp Hook You represent your trading house on this caravan.

Male/femalehalfelfpsychicadept2 NMediumhumanoid(elf) Init+0;Senseslowlightvision;Listen+2,Spot+2 LanguagesCommon,Elven,[Citylanguage] AC10,touch10,flatfooted10 hp5(2HD) Fort+0,Ref+0,Will+4 Speed20ft.(4squares) Meleelongspear+1(1d8/x3) BaseAtk+1;Grp+1 Power Points/Day 2; Psychic Adept Powers Known (ML2nd): 1sttelempathicprojection(DC11) AbilitiesStr10,Dex11,Con11,Int8,Wis12,Cha11 FeatsAnimalAffinity Skills Disguise +0 (+2 when impersonating elves or humans), Handle Animal +9, Heal +2, Knowledge (psionics) +1, Listen +2, Profession (animal handler) +6,Psicraft+1,Ride+4,Spot+2,Search+0,Survival+3 Possessionslongspear,2d6cp HookTakecareofthecaravansanimals.

Caravan Captain

CaravanCaptain

CR3

Caravan Guard, Scout

CaravanGuard,Scout

CR2

Male/femalehumanexpert3 NMediumhumanoid(human) Init+5;SensesListen+6,Spot+6 LanguagesCommon,[Citylanguage] AC13,touch11,flatfooted12 (+1Dex,+2armor) hp13(3HD) Fort+3,Ref+2,Will+3 Speed 30 ft. (6 squares), 50 ft. (10 squares) while mounted Meleeshortspear+2(1d6)or Rangedshortspear+3(1d6) BaseAtk+2;Grp+2 AbilitiesStr10,Dex13,Con12,Int9,Wis11,Cha8 FeatsImprovedInitiative,Track,Wastelander Skills Handle Animal +4, Hide +6, Listen +6, Move Silently+6,Ride+6,Spot+6,Survival+8 Possessionsshortspear,leatherarmor(lirrhide),3d6cp Mountcrodlu(ToA154) HookYouaretheeyesandearsofthecaravan.

Male/femalehumanfighter3 LNMediumhumanoid(human) Init+1;SensesListen+2,Spot+2 LanguagesCommon,[Citylanguage],anyoneother AC17,touch11,flatfooted16 (+1Dex,+6armor) hp27(3HD) Fort+5,Ref+2,Will+3 Speed20ft.(4squares) Meleemwktrikal+7(1d8+3/x4)or Rangedjavelin+4(1d6+2) BaseAtk+3;Grp+5 Atk Options Combat Expertise, Improved Disarm, ImprovedTrip CombatGear2potionfruitsofcurelightwounds AbilitiesStr15,Dex12,Con14,Int13,Wis10,Cha8 Feats Combat Expertise, Improved Disarm, Improved Trip,IronWill,WeaponFocus(trikal) Skills Intimidate +5, Knowledge (warcraft) +7, Listen +2,Ride+5,Spot+2 Possessionscombatgearplusmasterworktrikal,javelin (x2),bandedmail(agafariwood),3d6sp HookCoordinatethetroops.Protectthecaravanatall costs.

Caravan Water Cleric

Animal Handler

CaravanWaterCleric
Male/femalehumancleric3 NMediumhumanoid(human)

CR3

Init1;SensesListen+2,Spot+2 LanguagesCommon,[Citylanguage] AC14,touch9,flatfooted14 (1Dex,+4armor,+1shield) hp23(3HD) Fort+4,Ref+0,Will+5 Speed30ft.(6squares) Meleebonescimitar+2(1d6/1820) BaseAtk+2;Grp+3 Special Actions turn undead 5/day (+2, 2d6+3, 3rd), Desert Mirage domain (use turn attempt to dispel figmentorglamer) Combat Gear 2 potionfruits of cure light wounds, potionfruitofdelaypoison ClericSpellsPrepared(CL3rd): 2ndaugury,glitterdust*,makewhole 1stblesselement,clearwater*,coolingcanopy(2) 0createelement(2),detectmagic,detectpoison *Domain spell. Element: Water. Domains: Desert Mirage,LivingWaters AbilitiesStr13,Dex8,Con12,Int10,Wis15,Cha14 FeatsBrewPotion,Selfsufficient,Toughness Skills Concentration +7, Heal +9, Knowledge (the planes)+3,Search+3,Spellcraft+3,Survival+4 Possessions combat gear plus bone scimitar, light shield (wood), chitin armor (bluepainted kank carapace),healerskit,1d6quartsofenhancedwater, 3d6cp Hook You are responsible for the wellbeing of the membersofthecaravan.

Caravan Guard, Archer

CaravanGuard,Archer

CR2

Male/femalehumanwarrior3 LNMediumhumanoid(human) Init+1;SensesListen+2,Spot+3 LanguagesCommon,[Citylanguage] AC14,touch11,flatfooted13 (+1Dex,+3armor) hp13(3HD) Fort+3,Ref+2,Will+1 Speed30ft.(6squares) Meleeclub+4(1d6+1)or Rangedmwkcompositelongbow+5(1d8+1/x3)or Rangedmwkcompositelongbow+3/+3(1d8+1/x3)with RapidShot BaseAtk+3;Grp+4 AtkOptionsConcentratedFire,PointBlankShot AbilitiesStr12,Dex13,Con11,Int9,Wis10,Cha8 FeatsConcentratedFire,PointBlankShot,RapidShot SkillsListen+2,Spot+3,Survival+1 Possessions masterwork composite longbow (+1 Str bonus) with 30 arrows, club, studded leather armor (jhakarhidewithbone),3d6cp HookConcentrateyourfire!

Caravan Guard, Light Cavalry

CaravanGuard,LightCavalry

CR3

Mid-level NPCs
Caravan Guard, Infantry

CaravanGuard,Infantry

CR3

Male/femalehumanwarrior4 LNMediumhumanoid(human) Init+1;SensesListen+3,Spot+3 LanguagesCommon,[Citylanguage] AC17,touch11,flatfooted16 (+1Dex,+6armor) hp18(4HD) Fort+4,Ref+2,Will+1 Speed20ft.(4squares) Meleemwkspear+8(1d8+3/x3)or Rangedmwkspear+6(1d8+2/x3) BaseAtk+4;Grp+6 AtkOptionsSpearWall,Teamwork AbilitiesStr14,Dex12,Con11,Int9,Wis10,Cha8 FeatsSpearWall,Teamwork,WeaponFocus(spear) SkillsListen+3,Spot+3,Survival+1 Possessions masterwork spear (x2), banded mail (agafariwood),4d6cp HookHoldtheline!

Male/femalehumanwarrior4 LNMediumhumanoid(human) Init+1;SensesListen+0,Spot+0 LanguagesCommon,[Citylanguage] AC18,touch11,flatfooted17 (+1Dex,+6armor,+1shield) hp18(4HD) Fort+4,Ref+2,Will+1 Speed 20 ft. (4 squares), 40 ft. (8 squares) while mounted;RideByAttack Meleelance+6(1d8+2/x3)or Rangedmwkcompositeshortbow+6(1d6+2/x3) BaseAtk+4;Grp+6 AtkOptionsMountedCombat AbilitiesStr14,Dex12,Con11,Int9,Wis10,Cha8 Feats Mounted Archery, Mounted Combat, RideBy Attack SkillsHandleAnimal+4,Ride+10,Survival+1 Possessionslance,masterworkcompositeshortbow(+2 Str Bonus), buckler (leather), banded mail (agafari wood),4d6cp Mountsoldierkank(ToA182) HookHitandrun!Confusetheenemy!

Caravan Guard, Heavy Cavalry

CaravanGuard,HeavyCavalry

CR5

Male/femalehumanwarrior6 LNMediumhumanoid(human) Init+1;SensesListen+0,Spot+0 LanguagesCommon,[Citylanguage] AC21,touch11,flatfooted20 (+1Dex,+8armor,+2shield) hp27(6HD) Fort+5,Ref+3,Will+2 Speed 20 ft. (4 squares), 40 ft. (8 squares) while mounted;RideByAttack Meleemwklance+10(1d8+2/x3)or Rangedjavelin+7(1d6+2) BaseAtk+6;Grp+8 AtkOptionsMountedCombat,SpiritedCharge AbilitiesStr14,Dex12,Con11,Int9,Wis10,Cha8 Feats Mounted Combat, RideBy Attack, Spirited Charge,WeaponFocus(lance) SkillsHandleAnimal+4,Ride+12,Survival+2 Possessions masterwork lance, javelin, heavy shield (wood), full plate (braxat hide, with monstrous lookinghelmet),6d6cp Mountheavycrodlumount(ToA154) HookCharge! Male/femalehumancleric5 NMediumhumanoid(human) Init1;SensesListen+3,Spot+3 LanguagesCommon,[Citylanguage] AC16,touch9,flatfooted16 (1Dex,+5armor,+2shield) hp34(6HD) Fort+5,Ref+0,Will+7 Speed30ft.(6squares) Meleemwkbonescimitar+4(1d6/1820) BaseAtk+3;Grp+4 Special Actions turn undead 5/day (+2, 2d6+5, 5th), Desert Mirage domain (use turn attempt to dispel figmentorglamer) Combat Gear 4 potionfruits of cure light wounds, potionfruitofdelaypoison ClericSpellsPrepared(CL5th): 3rddispelmagic,eyeofthestorm,wormsbreath* 2ndaugury, calm emotions (DC 15), glitterdust*, make whole 1stbless element, clear water*, cooling canopy (2), sanctuary(DC14) 0createelement(2),detectmagic,detectpoison(2) *Domain spell. Element: Water. Domains: Desert Mirage,LivingWaters. AbilitiesStr16,Dex12,Con14,Int13,Wis10,Cha8 Feats Alertness, Combat Expertise, Improved Disarm, Improved Trip, Iron Will, Power Attack, Weapon Focus(trikal),WeaponSpecialization(trikal) Skills Intimidate +6, Knowledge (warcraft) +10, Listen +5,Ride+5,Spot+5,Survival+2 Possessions combat gear plus +1 trikal, javelin (x2), +1 full plate (braxat hide, with monstrouslooking helmet),6d6sp AbilitiesStr13,Dex8,Con12,Int10,Wis16,Cha14 FeatsBrewPotion,Selfsufficient,Toughness Skills Concentration +9, Heal +10, Knowledge (the planes)+4,Search+5,Spellcraft+4,Survival+5 Possessions combat gear plus masterwork bone scimitar, +1 light shield (wood), +1 chitin armor (blue paintedkankcarapace),pearlofpower(1stlevelspell), healerskit,1d6quartsofenhancedwater,5d6cp Hook You are responsible for the wellbeing of the membersofthecaravan.

Caravan Captain

CaravanCaptain

CR6

Male/femalehumanfighter6 LNMediumhumanoid(human) Init+1;SensesListen+5,Spot+5 LanguagesCommon,[Citylanguage],anyoneother AC20,touch11,flatfooted19 (+1Dex,+9armor) hp49(6HD) Fort+7,Ref+3,Will+4 Speed20ft.(4squares) Melee+1trikal+11/+6(1d8+7/x4)or Rangedjavelin+7(1d6+3) BaseAtk+6;Grp+9 Atk Options Combat Expertise, Improved Disarm, ImprovedTrip,PowerAttack CombatGear2potionfruitsofcuremoderatewounds AbilitiesStr16,Dex12,Con14,Int13,Wis10,Cha8 Feats Alertness, Combat Expertise, Improved Disarm, Improved Trip, Iron Will, Power Attack, Weapon Focus(trikal),WeaponSpecialization(trikal) Skills Intimidate +6, Knowledge (warcraft) +10, Listen +5,Ride+5,Spot+5,Survival+2 Possessions combat gear plus +1 trikal, javelin (x2), +1 full plate (braxat hide, with monstrouslooking helmet),6d6sp HookCoordinatethetroops.Protectthecaravanatall costs.

High-level NPCs
Caravan Captain

CaravanCaptain

CR10

Caravan Water Cleric

CaravanWaterCleric

CR5

Male/femalehumanfighter10 LNMediumhumanoid(human) Init+1;SensesListen+6,Spot+6 LanguagesCommon,[Citylanguage],anyoneother AC23,touch13,flatfooted22 (+1 Dex, +10 armor, +1 ring of protection, +1 parrying trikal) hp79(10HD);25%chancetoturncriticalhitorsneak

attackintonormalhit Fort+12,Ref+7,Will+8 Speed20ft.(4squares) Melee+1parryingtrikal+17/+12(1d8+9/1920/x4)or Rangedjavelin+12(1d6+4) BaseAtk+10;Grp+14 Atk Options Combat Expertise, Improved Disarm, ImprovedSunder,ImprovedTrip,PowerAttack Combat Gear 2 potionfruits of cure serious wounds, potionfruitofprotectionfromarrows AbilitiesStr19,Dex12,Con14,Int13,Wis10,Cha8 Feats Alertness, Combat Expertise, Greater Weapon Focus (trikal), Improved Critical (trikal), Improved Disarm,ImprovedSunder,ImprovedTrip,IronWill, Power Attack, Weapon Focus (trikal), Weapon Specialization(trikal) SkillsIntimidate+10,Knowledge(warcraft)+11,Listen +6,Ride+8,Spot+6,Survival+4 Possessions combat gear plus +1 parrying trikal, masterwork javelin (x3), +2 light fortification full plate (braxat hide, with monstrouslooking helmet), gauntlets of braxat power (braxat hide), +2 cloak of resistance(githskin),+1ringofprotection(withsealof tradinghouse),4d6gp HookCoordinatethetroops.Protectthecaravanatall costs. foodanddrink *Domain spell. Element: Water. Domains: Desert Mirage,LivingWaters AbilitiesStr13,Dex8,Con12,Int10,Wis17,Cha14 Feats Brew Potion, Improved Counterspell, Lightning Reflexes,Selfsufficient,Toughness Skills Concentration +10, Heal +12, Knowledge (the planes)+5,Search+9,Spellcraft+8,Survival+5 Possessions combat gear plus masterwork bone scimitar, +2 light shield (wood), +2 chitin armor (blue paintedkankcarapace),pearlofpower(1stlevelspell; lookslikeawaterdrop),pearlofpower(2ndlevelspell; lookslikeawaterdrop),+1ringofprotection(withseal of trading house), healers kit (x3), 2d4 quarts of enhanced water, silver cup (ornamented with drawings of rain), portable holy water font (shaped likeapond),5d6sp Hook You are responsible for the wellbeing of the membersofthecaravan.

Caravan Water Cleric

CaravanWaterCleric

CR9

Male/femalehumancleric9 NMediumhumanoid(human) Init1;SensesListen+3,Spot+3 LanguagesCommon,[Citylanguage] AC19,touch10,flatfooted19 (1Dex,+6armor,+3shield,+1ringofprotection) hp56(9HD) Fort+7,Ref+4,Will+9 Speed30ft.(6squares) Meleemwkbonescimitar+7/+2(1d6/1820) BaseAtk+6;Grp+7 Special Actions Improved Counterspell, turn undead 5/day (+2, 2d6+9, 9th), Desert Mirage domain (use turnattempttodispelfigmentorglamer) Combat Gear 8 potionfruits of cure light wounds, 3 potionfruitofdelaypoison,potionfruitofneutralizepoison, potionfruit of remove blindness/deafness, potionfruit of curedisease ClericSpellsPrepared(CL9th): 5thscrying(DC18),shiningsands*(DC18) 4thpactofwater*,sandspray(DC17),sending 3rdcreate food and water, dispel magic, eye of the storm, prayer,wormsbreath* 2ndaugury, calm emotions (DC 15), find traps, glitterdust*,makewhole,returntotheearth 1stbless element, clear water*, cooling canopy(2), remove fear,sanctuary(DC14) 0createelement(2),detectmagic,detectpoison(2),purify

Open Game License


OPENGAMELICENSEVersion1.0a The following text is the property of Wizards of the Coast, Inc.andisCopyright2000WizardsoftheCoast,Inc(Wizards). AllRightsReserved. 1. Definitions: (a)Contributors means the copyright and/or trademark owners who have contributed Open Game Content; (b)Derivative Material means copyrighted material including derivativeworksandtranslations(includingintoothercomputer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or otherforminwhichanexistingworkmayberecast,transformed or adapted; (c) Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)Open Game Content means the game mechanic andincludesthemethods,procedures,processesandroutinesto the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, includingtranslationsandderivativeworksundercopyrightlaw, but specifically excludes Product Identity. (e) Product Identity means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats,poses, concepts, themes andgraphic,photographicand othervisualoraudiorepresentations;namesanddescriptionsof characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures,equipment,magicalorsupernaturalabilitiesoreffects, logos, symbols, or graphic designs; and any other trademark or registeredtrademarkclearlyidentifiedasProductidentitybythe owner of the Product Identity, and which specifically excludes the Open Game Content; (f) Trademark means the logos, names,mark,sign,motto,designsthatareusedbyaContributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) Use, Used or Using means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) You or Your means the licenseeintermsofthisagreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. YoumustaffixsuchanoticetoanyOpenGameContentthatyou Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributedusingthisLicense. 3. Offer and Acceptance: By Using the Open Game Content YouindicateYouracceptanceofthetermsofthisLicense. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royaltyfree, nonexclusive license with the exact termsofthisLicensetoUse,theOpenGameContent. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/orYouhavesufficientrightstogranttherightsconveyedby thisLicense. 6. Notice of License Copyright: You must update the COPYRIGHTNOTICEportionofthisLicensetoincludetheexact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holders name to the COPYRIGHT NOTICE of any original Open Game Content youDistribute. 7.UseofProductIdentity:YouagreenottoUseanyProduct Identity,includingasanindicationastocompatibility,exceptas expressly licensed in another, independent Agreement with the ownerofeachelementofthatProductIdentity.Youagreenotto indicate compatibility or coadaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or RegisteredTrademark.Theuseofany ProductIdentityinOpen Game Content does not constitute a challenge to the ownership ofthatProductIdentity.TheownerofanyProductIdentityused inOpenGameContentshallretainallrights,titleandinterestin andtothatProductIdentity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributingareOpenGameContent. 9. Updating the License: Wizards or its designated Agents maypublishupdatedversionsofthisLicense.Youmayuseany authorizedversionofthisLicensetocopy,modifyanddistribute any Open Game Content originally distributed under any versionofthisLicense. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributortodoso. 12InabilitytoComply:IfitisimpossibleforYoutocomply withanyofthetermsofthisLicensewithrespecttosomeorallof the Open Game Content due to statute, judicial order, or governmentalregulationthenYoumaynotUseanyOpenGame Materialsoaffected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicensesshallsurvivetheterminationofthisLicense. 14Reformation:IfanyprovisionofthisLicenseisheldtobe unenforceable, such provision shall be reformed only to the extentnecessarytomakeitenforceable. 15COPYRIGHTNOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast,Inc.TradeLords,2007,athas.org

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